If you want to tweak the slow-mo effect, for normal and respawn modes separately, or turn it off completely for both, this can now be done in the options (page 4). By default, the slow-mo effect for respawning players and respawn modes is now 30% faster, but it can be of course adjusted to match the normal setting.
The confetti effect triggered by the fratricide (5 kills in a row) was also potentially a bit too demanding for some machines (on top of dying physics kicking in at the same moment) so the amount of those particles was adjusted down.
Full changelog:
<*>Added two separate options for adjusting the death slow-mo effect, slow mo option and slow-mo (respawning players) option, both with values: off, short, brief, normal, and long; the latter option affect the respawning players (and respawn modes)
<*>By default, respawning players and respawn modes now have slightly shorter slow mo effect duration
<*>Fratricide confetti effect is now less CPU straining (launches 150 particles instead of 200)
<*>Battle Axe's main attack's hit sound made a bit quieter
1.0 - DBB now out of Early Access - Content update
Dwarven Brawl Bros is no longer in beta, and is now out of Early Access!
We'd like to thank our Early Access phase supporters for valuable feedback that helped DBB evolve into its current form.
Naturally, we are still interested in hearing feedback to further develop and perfect DBB. This is just a checkpoint. :-)
But 1.0 is more than just a milestone, being also a content update, adding one new weapon, two new stages, and one new game mode into DBB. Enjoy & cheers!
Full changelog:
New weapon: Mallet; fast, medium-high knockback weapon with medium-low damage and range
Two new stages: Walls and Traps
New game mode: Knock, knock (50% more knockback for weapons)
Barfight game mode removed from "spiced modes" collection, replaced with "Knock, knock"
Weapon swing, ground touching/landing, and jump sounds made quieter
Dynamite's special attack's time between attacks increased from 1.2 seconds to 1.5 seconds
Hatchet's special attack now leaves a swing trail (like other attacks)
Kill heal amount default set to 30 (instead of 20)
0.9.9.5 - Last tweaks and fixes before leaving Early Access behind
This patch is most likely the last compilation of various fixes that solve the remaining obvious known (and less known) balancing and playability issues.
If you found Moonshine game mode too hard for the defending side or broken (in the last patch), both of these are now fixed. Other notable balance tweaks include Repeater and Melee-gun now being more usable in their firing attacks, as their damages were upped and Melee-gun no longer stops its user's movement.
Unless something urgent comes up within the next two days, the next patch post should start with 1.0! There might be some fixes included in that update, if issues are found, but the main focus will be on adding various content, making weapon and stage count match nice round numbers.
Cheers!
Full changelog:
Game mode and game mode collection selection screens made a bit less cluttered
Simultaneous weapon sounds (and simultaneous sfx in general) no longer cause huge increase in volume
Moonshine game mode fixed (now shows damage numbers and no longer throws errors in the log)
Moonshine game mode rules changed: defending team no longer deals damage to the barrel (defending is now much easier)
Selecting a game mode or a game mode collection now requires choosing the player count first
Match points required to win info is now shown in the after-match screen instead of in the selection screens
Added between-values for global attack cooldown option; 0.85 is now the new default
Battle Axe's upper attack's hit sound changed
"Spiced modes" is now the first collection in the list, added a recommendation in the description
"Double tap platform drop" is now off by default
Option page now displayed in the option page title
Fixed the "5" character being different in width compared to other characters
Pick Axe's main attack's damage increased to 35 from 30
Melee Gun's main attack's and special's damage increased to 35 from 30
Melee Gun's main attack no longer freezes the caster during the "pre-wait" or the attack time
Repeater's main attack's damage increased to 15 from 10; lower attack's damage increased to 25 from 20; special's damage increased to 20 from 15
Rocket Launcher's lower attack's time between attacks increased to 1.1 seconds from 0.9 seconds
Throwing Axe's main attack's time between attacks increased to 0.6 seconds from 0.57 seconds
Grenade's special attack's time between attacks increased to 2.0 seconds from 1.9 seconds
Dynamite's special attack's time between attacks increased to 1.2 seconds from 0.92 seconds
War Hammer's main attack's time between attacks decreased to 0.72 seconds from 0.78 seconds
Sword's special attack's attack swing time decreased to 0.12 from 0.14 seconds
Dagger's main attack's time between attacks increased to 0.3 seconds from 0.26 seconds
Hatchet's main attack's time between attacks increased to 0.26 seconds from 0.24 seconds
Baton's main attack's time between attacks increased to 0.34 seconds from 0.28 seconds
Battle Axe's main attack's time between attacks decreased to 0.58 seconds from 0.6 seconds
Halberd's main attack no longer reaches zero-range targets, but reaches farther; swing time decreased from 0.25 seconds to 0.22 seconds
Battle Staff's special attacks swing time (rotation time in this case) decreased from 2 seconds to 1.75 seconds (number of revolutions remains the same, so it spins faster now)
Battle Staff's special attack's rotation formula changed slightly (more linear)
Added options for adjusting the amount of start spawn weapons on top of the player count based value; player based weapon spawn option multiplier default set to 2 instead of 3
Some stage colors tweaked (darker backgrounds, better contrast)
Winner text clipping with 5:4 aspect ratio fixed in the after match screen
Confetti for the winner
0.9.9.4 - Full controller support! Fighting the annoyances, welcoming new players!
We are happy to announce that DBB is now fully controller supported, meaning that no mouse or keyboard is required to set up or play DBB!
We'd like to thank everyone providing all the valuable feedback! We have been working on usability and controller issues addressed in the reviews, discussions, and private messages, and this patch is something that aims to fix these issues, at least the vast majority of them!
The biggest change of this update is also why the full controller support is now available: The controls can now be configured in the menu, instead of in the launcher that has now been removed. Not only the in-game config menu renders the launcher obsolete, but also means that much less effort and time is required to set custom controls up. There is also now a simple visual guide that recommends a button for each action, so setting buttons/keys before actually playing the game now makes sense.
Another big issues has been the use of cryptic commands like "swap" or "special" in tutorial which by themselves mean absolutely nothing. To help clear the confusion, this patch adds input feedback into tutorial mode showing the corresponding command of a button press above the player. Also, player numbers can now be seen every time a new session starts, helping to distinguish the character you control for first time players.
More similar fixes will be included in the upcoming 0.9.9.5! Keep the feedback coming, it'll be read!
We hope these fixes let you focus on fighting each other instead of the game!
Cheers!
Full changelog:
<*>Key/button mapping in-game: keys/buttons can now be configures in-game in their own menu
<*>Full controller support: the launcher has been removed, and everything can now be adjusted in the menu
<*>Player numbers are now briefly shown when the first match of a session (matches played in a row) starts
<*>Pressed buttons and meaningful combinations are now shown in the tutorial mode as exclamation messages
<*>Tutorial is now the first game mode in the list for players who haven't completed it (with any number of players, from this update onward)
<*>Exclamations (miss, on ground only, etc.) are now shown above player score on respawn modes
<*>Quitting the game with the mapped "return to menu" key now actually works (no longer requires the Escape key)
<*>Holding the "return to menu" button to quit now displays a text stating that
<*>Falling lava now falls linearly, instead of by gravity
<*>Holding the "Return to menu" key no longer accumulates the hold time when released and held again
<*>"Safe keys" added for return to menu (Escape) and key config reset (Delete); these keys will always be usable on top of other bindings
<*>Added "Master volume" option for changing the general volume level
<*>Added "Music volume in menus" option for changing the music volume in menus; default set to 60
<*>Changing music volume in the options now changes it immediately upon changing the value
<*>"Press special to cycle option categories" guide text change and made orange in color
<*>Menu sounds no longer cause weird random stacked sounds effect
<*>Some options switches categories
<*>Music volume now affects the after match screen music too
<*>Battle Hook's movement speed penalty increased from 6% to 10%
<*>Battle Hook's main attack's time between swings increased from 0.68 seconds to 0.78 seconds
<*>Battle Hook's main attack no longer reaches zero-range targets
<*>First time guide screen content changed
DBB soon out of Early Access! We'd love to see gameplay videos!
There are still a few more things remaining that need to be fixed for DBB to reach out of its beta state.
If you'd like to provide quick or in-depth feedback, discussions forum is a great place to start, but even better way to provide feedback especially at this point is gameplay videos. With video footage, with or without recorded audio, we can more easily spot potential balancing, usability, and other issues. Even if no issues are spotted, those videos are just so fun to watch. :)
If you have recorded (or have trouble recording) such footage and have it available somewhere (Twitch, YouTube, etc.), let us know!
Cheers!
0.9.9.3 - Minor update: movement speed multiplier (+ faster default), options and fixes
This minor update adds a movement speed multiplier option that allows tweaking the overall movement speed of the players. The default is now set to 1.05 (5% faster) instead of "classic" 1.00. There currently are five different settings, ranging from 0.9 (slowest) to 1.1 (fastest).
Also, a proper way to load default settings was added, as there is now a "reset options & keys" option that when set on clears the custom settings after exiting the game. Using it resets all the options to their default values, as well as clears the custom key configs.
Full changelog:
Falling damage can now be used to get an indirect kill ("knocked kill")
Added global movement speed multiplier option: allows adjusting the movement speed multiplier that gets applied on top of other movement adjustments
Default movement speed multiplier increased to 1.05 (5% faster) from 1.00
Resolution and window mode can now be set in the options, is applied when closing the menu
Changing the language now reloads the menu
Added an options for resetting defaults on exit; when set on, resets both keys
0.9.9.2 - Menu tweaking, minor weapon balancing
This minor update focuses on simplifying the menu system and correcting some minor weapons balancing issues.
There is now a simple "main menu" screen that allows choosing between different views in a more classic way. This replaces the old system that required pushing arbitrary buttons or keys in the game mode selection screen in order to access these views. The game mode / collection selection screens haven't been otherwise touched (yet), but the input guides were obviously removed, making these views a bit less cluttered. Some further tweaking for the game mode views will be made later on.
Some weapon balancing was also performed, most notably making the Battle Hook more easier to use.
Full changelog:
Menu made a bit more intuitive
Keg's movement speed penalty reduced from 13% to 10%
Keg's main attack's time between swings reduced from 1.5 seconds to 1.4 seconds
Cannon's movement speed penalty reduced from 40% to 35%
Bow's main attack's time between swings increased from 1.1 seconds to 1.15 seconds
Pick Axe's lower attack's time between swings decreased from 1.22 seconds to 1.0 second
Dagger's main attack's time between swings increased from 0.22 seconds to 0.26 seconds
Throwing Axe's main attack's time between swings increased from 0.57 seconds to 0.6 seconds
Battle Hook's main attack now attacks twice; no longer freezes its user
Fixed the buggy "That one dorf" achievement
0.9.9.1 - Hotfix & Xbox 360 controller default mapping (remember to reset the defaults if you need them)
This hotfix update resolves a nasty no-pick bug (since 0.9.9) sometimes caused by disarming combined with simultaneous attacking. Another change by this update is the default button mapping now matching Xbox 360 controller button layout.
(0.9.9.3 update edit)
Note that the button defaults won't be loaded if you have launched the game in the past. You need to turn on the "Reset options & keys" option and exit/restart the game to get the defaults like the first-time players.
Full changelog:
Fixed a bug that caused no being able to pick up weapons when getting disarmed while simultaneously hitting an enemy
Xbox 360 controller button mapping is now default (for players who haven't yet launched the game)
Returning to menu now requires holding down the "return to menu" button; added a text stating that when pressing the key
Added default controller mapping (button 6, player 1) for "Return to menu" key
Frenzy: each non-team kill (with more than 2 players or with respawn modes with any player count) now earns a player +20 hp (heal, "+" & green damage numbers) and a stackable frenzy boost that stays until dead; +3% cooldown reduction (see below) & +2% movement speed per "level", starts at zero, five levels cap
Disarming: certain attacks, great instant knockbacks, and falling damage greater than 30 now unarm the target dropping all weapons and prevents from picking anything for the next second
Three new stages: Climb, Float, and Heap
Grenade is now semi-volatile; exploding on player touch (still bounces of other colliders)
Fire Flask now always has its first explosion at the hit position, explosion positions after that remain random
Volatile (explode-on-touch) explosives now collide with the player that threw them (after 0.5 seconds from throw)
Volatile explosives have a fraction of a second "cooldown" before they can be triggered (fixes the "behind the back" explosives triggering immediately if touching someone)
snip, too long*
0.9.8.2 - More visual tweaks & minor game mechanics changes
Visual tweaking continues. A notable gameplay affecting change is the falling damage now being inflicted to the hit tile as well, in full amount. Visual tweaks focus on announcement texts, but also add a spark effect to accompany knockback sliding. The following are now live and ready for some Friday night brawling:
Full changelog:
Announcer texts now have an outline around them; some texts utilize color gradient
Announcer texts can now be scaled in the options
Player sliding at a great speed causes sparks being emitted at feet
Special effect added for scoring a fratricide (5 kills in a row)
Falling on a damageable tile now deals damage equal to the falling damage taken by the player to the tile hit (only one tile)
Kill streaks going over 5 kills (possible in respawn modes) no longer trigger "Fratricide!" events
Kill flash made brighter
Collapsing stage object draw order tweaked
Rocket Launcher's all attacks destroyable damage multiplier increased from 0.8 to 1.0
Repeater item collider tweaked
Transition time to after match screen increased half a second