0.9.8.1 - Fixes, visual tweaks, and minor content update
This minor update focuses on fixing several annoying bugs, such as the rare respawn "hovering" bug that caused a player being unable to interact with the stage. Another notable fix is that the players touching a wall mid-air after respawning no longer take damage from the "respawn fall".
Particle effect for a special attack being ready was also added, as well as a burning effect for players being under fire-inflicted damage-over-time. Additional, mainly visual, change is the lava pool now behaving less like air by making the objects falling into it slowly sink instead of going straight through.
Content wise, two "spiced" game modes were included in this update: "My Trusty Weapon (Happy Hour)" (a combination of both) and a whole different Berserk mode that works otherwise just like all-vs-all, but randomize some key stats for each match. The Berserk game mode is experimental, and not included in any of the game mode collections, but selectable in the menu. Note the game collection changes in the changelog.
Some minor weapon and game mode balancing was also applied, and one new achievement added for killing an opponent with the weapon used against you.
Full changelog:
Colliding with walls no longer causes after-respawn one-time falling damage invulnerability to become void
Most likely fixed the respawning bug, but at least made it even more rare
Fixed a bug that made possible picking the "unarmed" attack of a dead player (contributed to the hovering issue)
New game mode: Berserk (randomized hit points, knockback multiplier and speed multiplier)
New game mode: "My Trusty Weapon (Happy Hour)" (both of those modes combined)
New achievement: Own medicine (a player kills another player with a weapon the victim used to harm the killer)
Certain DoT effects now start a (cosmetic) burning particle effect on players (lava pourers, attacks that have fiery effects)
Special attack being ready now starts a indicator particle effect (in addition to the current flashing HP bar)
Objects falling into lava now sink slowly instead of going through it; lava made deeper
Players no longer bleed when dying in lava pool
Moving platform's movement pattern in Unstable stage tweaked
Repeater special attack's total time between separate shots increased from 0.32 seconds to 0.4 seconds (now easier to evade)
Baton's upper (rush knockback) attack now has a delay of 0.1 seconds before applying the self-knockback to make hitting close targets before knocking them off possible
Corrected Dorf Ball info (ten points to win, not three)
Zombie hit points in Zombie Survivor balanced by player count (100 for four players, 75 for five players, 50 for six players)
Survivor hit points in Zombie Survivor balanced by player count (250 for four players, 275 for five players, 300 for six players)
Zombie movement penalty in Zombie Survivor reduced from 60% to 55%
Zombie Survivor game mode marked experimental
Game mode collections tweaked: Spiced collection no longer has team-vs-team modes, Dwarven Party includes them, but excludes Zombie Survivor
Fixed text being not correctly centered in the menu
0.9.8 - Time waits for no dwarf - Usability & content update: Overtime, tutorial, three new stages, and more!
0.9.8 is now live, featuring new (optional) stage-destroying overtime system that kicks in if the match is taking too long. There is finally a proper tutorial that lets players to learn the basic key commands in a dedicated game mode. Three new stages were also added, upping the stage count to whopping thirty!
Several fixes were included in this update, such as the issue of respawning on static spikes. The spawn system is now extended to be used with weapon spawning, no longer causing weapons to be spawned on spikes or lava. Numerous other tweaks were also implemented, full changelog below.
Details can be found here: http://blog.dwarvesmightfly.com/2015/05/time-waits-for-no-dwarf-overtime-three.html
Full changelog:
<*>Tutorial mode: a special mode for learning to play for 2-6 players explaining the controls
<*>Overtime: when a non-time-based & non-special game mode takes more than 120 seconds (by default) an overtime effect kicks in, and the stages starts to crumble slowly (this can be turned off in the options or make the delay different, on by default)
<*>Three new stages: Trench, Tunnels, and Catching
<*>Weapons are now spawned using the available player respawn positions, less weapon spin and horizontal velocity on spawn (less stage scatter)
<*>"Ground only" message added informing a player trying to attack with ground-only attacks (on by default, for new players, but is best to turn off once figuring this out)
<*>Players no longer respawn on moving platform or static spikes (they can still spawn on alternating spikes; will be fixed in the next patches)
<*>Exclamations (miss messages, explosive warning, no-air attack) now move with player
<*>By default, kill messages are now shown in simpler format ("player x got killed!") instead of the more detailed text; can be changed in the options back to the "classic" detailed text
<*>Grenade's main and upper attack cooldown reduced from 1.5 seconds to 1.25 seconds
<*>Grenade's main attack fuse time reduced from 1.25 seconds to 1 second
<*>Grenade's upper attack fuse time reduced from 2.5 seconds to 1.5 seconds
<*>Grenade's lower attack's fuse time shortened from 1.25 seconds to 0.75 seconds; cooldown from 2 to 1.75 seconds
<*>Grenade's special attack's cooldown increased from 1 seconds to 2 seconds
<*>War Hammer's upper attack (rushing) can no longer be performed in the air
<*>Damage number fade curve changed to sharper fade (more clear visibility time)
<*>Tiles now shake a bit more easily and intensively when damaged
<*>Tile crumb optimizations
<*>Hitting a tile that takes damage now plays a sound effect
<*>Weapon picking and weapon throwing can now be held down (no need to tap when rushing for a weapon, just held swap + down while moving there)
<*>Several stages made lighter in brightness
<*>Fixed player under high velocity falling through platforms bug (since 0.9.7.5)
<*>Saturation option 1.2 is now default
<*>Repeater special fire sound made a bit quieter
Usability update, prepping for Steam stats, bug fixes, and optimizations - 0.9.7.4
This minor update focuses primarily on usability issues, most notably fixing the complete lack of in-game help.
When running the game for the first time, there is now a "quick start" help screen that explains the key combinations. This same info can also be found in the new "stats & help" screen, accessible via menu by pressing the attack key. This screen is reserved for future use to show several local and global stats, such as most used weapons. Currently, there are "matched played" and "longest session length in matches" stats present that depict those values, just locally.
(Note that the "quick start" guide is not the "tutorial" that was promised. :-) A proper tutorial will be added!)
If you had trouble with certain controllers annoyingly registering opposite directions when releasing the stick, this should now be resolved, at least on most controllers. Some further physics optimizations on loose items were also made, likely preventing the framerate from sinking on explosions that move the items around.
Last important change is Dorf Ball game mode now being more playable with all melee weapons, since upward knockback is now added to the ball on any melee strike hitting it. The extra knockback multiplier was removed altogether.
Full changelog:
Added a quick start guide screen when running the game for the first time (showing the button commands)
Stats & help screen: currently, two personal stats, matches played and longest session length, can now be viewed in the (WIP) dedicated stats screen, accessible via menu; also showing the quick start help
Two new achievements: Hat-trick & Five-win-streak, a player gets three/five all-vs-all type game mode wins in a row (team modes between all-vs-all modes, if present, don't affect this streak)
Ball in Dorf Ball game mode now takes extra upward knockback from weapons, instead of extra knockback multiplier; ball sparkle effect made a bit more visible
Bar Fight mode's knockback multiplier increased from 2.0 to 2.5, speed multiplier increased from 0.75 to 0.85
Dorf Punch's upper attack's downward self-knockback halved, and is now less likely to cause falling damage to kick in when casting it while falling downwards
Lava particles altered
Physics optimizations (slightly less strain on CPU caused by loose weapons)
Test Lab stage made smaller; fixed a player position
Visual headgear tweaks
Less text bobbing in the menu
Fixed a bug causing jumping before touching the ground evading falling damage
Fixed the issue where releasing the analog stick would cause the controller to register the opposite direction (this was a problem with certain gamepads)
Fixed "===" around options leaving on when swapping categories
Default controller mappings now works for any number of players (no longer conflicting), so you can just plug your controllers in and play. Bear in mind that actions are by default mapped from button 0 to button 3, and different controllers define these buttons differently, so for example jump button can vary between controllers of different brands.
Physics and blood effects got also optimized, and a slowdown bug caused by pushing a group of players against walls should now be gone.
For those trying to record video: before this update, the in-game framerate cap (300) was set multiple times between scenes (menu/match/etc.) sometimes causing video recording to corrupt. That value is now set only once, when the game starts, and this should fix the issue. Additionally, vsync is now on by default, capping the framerate to 60, but can naturally be turned off. If you are still having trouble capturing your gameplay on video, please let us know!
Full changelog:
Default button mappings no longer causes conflicts between controllers (now working out-of-the-box, but because of different controllers, buttons for eg. jump vary)
Collisions are now be less demanding (for CPU), and a slowdown bug caused by pushing several players at once should also be fixed by this
"Slowed" message is now only shown when no slowdown is active, the effect is still applied again on every hit
VSync is now on by default
Blood particle minor optimization
Damage number are now correctly displayed with force (screwed it up in 0.9.7.2)
Just another minor update before bringing out the big guns: DBB now supports Steam achievements! Twelve of them were added, and more will follow with updates!
Minor update: 0.9.7.1 (weapon & stage name options)
Just a quick update: Added options for displaying the stage name when a match starts and the name of the weapon that is equipped.
Full changelog:
<*>Added an option for displaying the stage name when the match starts
<*>Added an option for displaying the weapon name when swapping/picking up a weapon
<*>Stage description is now in orange
<*>All stage info texts are now positioned a bit higher
Tips & tricks guide added!
Check out the tips & tricks guide for beating your bros and making them go nuts:
http://steamcommunity.com/sharedfiles/filedetails/?id=442047459
More tips will be added over time! Cheers!
0.9.7 - Brewer vs Bureau - Team mode update: team-vs-team, Dorf Ball, and more
0.9.7 is now live! New 2-vs-2 and 3-vs-3 game modes were added for co-op gameplay: four different team-deathmatch variants and a "dwarven football" game mode, Dorf Ball. Also other content and numerous fixes were also included in this update.
Details can be found here: http://blog.dwarvesmightfly.com/2015/05/brewer-vs-bureau-team-vs-team-modes.html
Full changelog:
Team-vs-team mode, Brewers vs Bureau: vanilla team-vs-team (with team-based outfits)
Team-vs-team mode, Team Weapons & My Trusty Weapon (Team): team-vs-team with team-specific weapons / own weapons
Team-vs-team respawn mode, Brewers vs Bureau: vanilla team-vs-team with team-based outfits and shared k-d score
Experimental game mode, Dorf Ball: dwarven football (knock the ball at opponent barrel)
Bar Fight game mode: fists only, extra knockback
New game mode collection, Teamwork: all the n-vs-n modes (except Moonshine & Overthrow) included, also Teamwork II with Overthrow
Added "random teams" option: on (default) for randomized teams (as it was) or off for players 1-2 vs 3-4 and 1-2-3 vs 4-5-6
Added "team kill penalty" option: 0, -1 (default), -2, or -3 points for a team kill in team respawn mode
Team members now start next to each other in non-all-vs-one team modes
The King now has 300 hp in Overthrow game mode, instead of 200
Weapons in "My trusty weapon" mode are now unique for every player
Team kill messages when an allied player is killed (opposing team or supporting team in Overthrow)
Corpse meat physics changes
"Elf" blood in Identity Crisis changed to match generic blood effect
Replaced disable/enable corpse meat setting with count setting
Player 1 beard made a bit more saturated, Player 2 beard a bit darker, Player 4 beard lighter, Player 5 beard a bit more purple
"Dorfality" Pixel Display text changed to a less bright non-flashing one
Added values for "damage for special" option: now incremented by 50, value range 50 to 400
Added values for "default hit points" option: value range now 100 to 400
"Extra constant projectile knockback" property added: Melee-gun and Repeater no longer knock players down from platform, unless something blocks them from being knocked upwards
Melee-gun's main attack induction time decreased from 0.5 to 0.25 seconds, cooldown decreased from 1.94 to 1.44 seconds
Rocket Launcher's special attack attack induction (and time between separate rockets) increased from 0.35 to 0.4 seconds
Unarmed's upper attack loose item knockback multiplier increased from 1 to 2
Baton's main attack loose item knockback multiplier increased from 1 to 2
Shovel's upper attack loose item knockback multiplier decreased from 2 to 1.5
Fixed a potential respawn timer bug causing the timer going below zero
Fixed a dying bug caused by dying "simultaneous" by two damage sources (caused dying players stuck "walking in void")
Fixed projectile particles being drawn between player and the previous shooting location between attacks
"Experimental" tags added for experimental, work-in-progress, game modes (Moonshine and Dorf Ball)
0.9.6 - Weapon update: 3 new weapons (firearms!) and more
0.9.6 is now live, and three new weapons were added: Melee-gun, Repeater, and Rocket Launcher! There is also a mode for firearms only action, numerous weapons were balanced, and on-lava respawn fixed.
Three new weapons: Melee-gun, Repeater, and Rocket Launcher
Boomsticks game mode: firearms only
Attack induction property on attacks
Players no longer respawn on lava (unless all the tiles are broken)
Disable jumping property on attacks
Explosion force centers placed lower: explosions now knock the player upwards more frequently (no force changes)
Baton's special time between attack increased from 0.2 to 0.8 seconds
Hand Cannon's all attacks now have 0.2 seconds of attack induction, 0.2 seconds of cooldown subtracted
Hand Cannon's special attack now fires 4 projectiles, instead of 5; time between fires is now 0.16 seconds, instead of 0.14
Halberd's movement speed penalty increased from 10% to 12%
Battle Staff's main attack cooldown decreased from 0.38 seconds to 0.36 seconds
Dynamite's all attacks (explosions) now deal 60 damage, instead of 50
Grenade's all attacks (explosions) now deal 45 damage, instead of 40
Keg's movement speed penalty decreased from 15% to 13%
Keg's main attack throw distance increased a bit
Keg's special attack now throws the kegs more apart from each other; cooldown increased from 1 to 2 seconds
Added missing scale variants for one stage
Color saturation 1.1 is now default, instead of 1.0
Lava pourer option added: no, yes, and only if non-respawn mode options
"Double kill" message now overrides kill taunts
"Killed by" message made just a notch bigger
Hotfix: 32-bit support, tile crumbs bug fixed
Just a quick hotfix, the following has been applied:
- 32-bit support: if you received errors launching the game on a 32-bit machine, it should now be fixed
- Changing the tile crumbs setting between matches no longer causes tiles becoming unbreakable
A proper update (v0.9.6) coming in a few days! Cheers!