Below are the bulk patch notes for the versions 0.915-0.916-0.917.
Bugfixes
- In-game chat is now enabled (0.915)
- Fixed an issue that makes players be unable to control their marbles under certain host configurations (0.915)
- Fixed an issue where marbles are uncontrollable in Marballs game mode due to the above change (0.916)
Balance
Tremor
- Tremor intensity multiplier changed from 1500 to 5000
Hookshot
- Hookshot now pulls you to the object instead of the location, meaning if you use hookshot on a moving object, you will move to it instead of where you targeted.
- Hookshot can no longer pull you to empty-mid air locations
- Hookshot Gyro Power cost increased from 50 to 65
Explosion
- Explosion no longer gives immunity to the user from Explosion-Like effects (Explosion, Hammer, Blinding Light)
- Explosion Gyro Power cost increased from 50 to 70
Thunder
- Thunder initial duration decreased from 5 seconds to 2.5 seconds (Still is affected by diminishing returns mechanic)
- Thunder Gyro Power cost increased from 50 to 60
v0.914 Fixes and some walls of texts
Hello everyone.
After a rough few days, iteratively the mess of 0.912 is gone. There are still a few bugs, known or unknown, hence the chanting of please report them comes in. Basically in the state of being a small studio, not having the number of people to test the game extensively and being unable to create every situation replicable, we released the game in early access, given we knew Marble Combat is fun, but it is not achievable without the help an outer force. We also made it Free to Play so the gamble element which is paying money and getting nothing in return falls upon us, those who made the game, not you, the players who want to enjoy their time instead of regretting giving the hard earned money and ending up with nothing.
Below are the patchnotes from 0.911 to 0.912
Gameplay
- New Game Mode: Marballs: It is a 3v3 gamemode that takes on a foosball board.
- Games that already started can now be joined to.
Balancing
- Reworked Tremor: Reduced intensity of the impact. Now instead applies the impact for 1 second in every 0.1 second interval to those who are landed.
- Reworked Rubberize: No longer reduces the mass off the marble. This means you will move with your original speed, get hindered less by abilities that pushes you in some way.
- Reworked Hookshot: Hookshot now pulls you to the targeted location much more reliably but over 2 seconds and it cannot be cancelled for this duration. It now also has a range limit.
Bugfixes
- Fixed Cancel button in Ability Selection Menu going disabled in certain cases, making players unable to quit the game.
- Fixed cardboard castle gate not being synchronized between the server and the clients.
- Fixed some getting stuck in wall/out of map situations
- Fixed abilities being selectable-unselectable upon pressing ready, that can leave the player with less than 4 abilities
- Fixed In-Game UI not showing up in tutorial mode
- Fixed the achievement "Standing muh ground, winning dem games" not being awarded to players who fulfill the conditions.
UI
- Lobby UI revamped, displaying the games that started and lobbies separately, showing the game modes and auto refreshing. It also is stabilitized so it disappearing at certain cases and not showing back up are fixed.
- Main Menu tweaked to allow selection of game modes and made more user friendly
Cosmetics
- Added 3 new cosmetic items: Rainbow, Ghostie and Beachball. Among these however, only Ghostie is made purchasable after the release of the patch. While adding the others, I realized the massive amount of issues the patch has and decided to not push the rest for sale given it seemed unfair to ask for money when making the game unplayable.
Below are the patchnotes from 0.912 to 0.913
- Fixed an issue which players could not move -_-
- Fixed cosmetic item trying showing the equipped marble instead
- Fixed myriad of issues with joining mid-game (Creation of an extra marble, leaving their marble behind when quitting etc)
- Fixed the issue which when a host returns from playing a game and restarting the game getting launched back to the start screen, then to menu.
Below are the patchnotes from 0.913 to 0.914
- Fixed players falling through the floorin the marballs field to the container below
Known issues for 0.914
- Started games display incorrect amount of players. These are the known cases where these happen:
a) When a lobby starts a game, only the server player counts as a player. So if you see a game in lobby section with 1 players, it is likely that it has more players.
b) Players leaving a game not decrementing the count on certain circumstances
- In-game chat is currently disabled this is subject to fix in 0.915, which will be released soon
- Players being unable to move on certain hosts: This is an interesting situation given it only happens between certain players. While the rest of the game runs perfectly fine, this bit does not. We are suspecting some DDOS protection tools blocking the input with this and unless we get extra information from players in their system, it will be hard to offer a fix to the players. We could fix this problem, but it has a possibility of crashing the game for players with bad connectivity, especially on high player counts.
What Next?
There will be a few more patches addressing the current gameplay issues like in-game chat.
Following this, there will be a silent state from us to move the entire party/lobby system into our servers. You will still be able to use Steam to invite players. This is to address
1. Taking more control in our hands. With Steam, it is hard to pinpoint why a specific issue has occurred and coming up with fixes becomes harder.
2. Adding new features on necessity
3. Preparing our backend for consoles (Don't worry though, this is planned for future and we will not go into console development before putting the game in a good position on our main platform.)
4. Being able to report pings, in-game states, server stability to players on started games
5. Preparation to matchmaking
Our current position is to clean up the game instead of greedily adding more and more content and get to the addition of more content, when we are content with everything. Thats a lot of content.
Once again, please report the bugs either into Steam Discussions OR to discord: https://discord.gg/Ts9rEpE
Feel free to make suggestions about the game. We are trying to be vocal and interactive and we certainly wont bite!
Thanks a lot for sticking with us and have fun playing.
Kaan
v0.912 Marballs Update
Before anything, I f*****d up.
I have to accept the responsibility and clean the mess I have created. You will find a lot of bugs with the build, especially when joining an already started game.
This being said, creating a lobby with "Allow Joining Mid-game" option and playing the game with the old fashion way should give the same taste as the previous build. After I am done with fixing all the issues, I will be posting a blanket announcement with all the changelogs and fixes that were cleaned from the previous build.
My sincere apologies.
Kaan
v0.911 and plans for the next patches
Hello.
Below are the patchnotes for v0.911
Gameplay
- Cancel button in ability selection menu is now functioning and pressing it will take you back to main menu
- Rematch button in the end-game is now functioning. When all remaining players vote for a rematch, the game will start again
- Games can now be joined midway. It currently lacks the frontend implementation, however you can join the games of your friends with Steam Presence. We will be adding frontend functionality for this with the next patch.
- Target finding is now more accurate
Bugfixes
- Fixed multiple issues where widgets would get stuck on screen (Like tutorial or Single Player tutorial) causing players to be unable to proceed.
- Fixed occasions where quitting the game in the middle of a game causing crashes. This might still happen occasionally but the frequency should be significantly culled down.
Performance
- Several events in the game are made condensed. This means the game will freeze on certain events like starting the match, however the remainder of the gameplay should feel smoother.
Upcoming
- As stated multiple times, the lobby system is going through a revamp. In the final result, players will be given the below options:
1. Private Lobbies
2. Being able to join an ongoing game or a lobby
3. Certain filters like Ongoing games if you want to jump into action immediately
- Balancing: Some of the abilities are doing too good and a few of them will receive number tweaking while the others will undergo revamps. Reporting which ones you think are broken will be valuable for us.
Feb 27: Community Day
Hello.
Today, at 8:00 pm to 00:00 am PST and CET, the community day starts.
Those who login in these time periods will automatically receive the exclusive item: Number 10: Discoball
We will follow-up with these special events in the future with more rewards and we aim to bring people together for better games!
From 6:00 pm to 7:00 pm CET, the servers will go for maintenance and during this period, the global chat will not be usable.
Spread to your friends and join us on Marble Combat!
v0.910 - First Major Update
Hellooooooo!
Below are the patch notes for our biggest update so far: 0.910
Single Player
- New Time Attack parkour: Drop the Mic
- Time Attack opening cinematic can now be skipped with Q.
- Time Attack now has a tutorial
Multiplayer
- Abilities now have cinematic tooltips that preview how the ability works
- Abilities that have their description missing are now fixed
UI
- Main menu arrangement changed in preparation to the additional game modes
- Menu items now have descriptions, located on the bottom of the screen
- Scalability of some UI elements changed for better viewing in aspect ratios different than 16:9
Options
- Added an option to change motion blur amount (Located under Video)
Maps
- Various changes are made in Playroom map.
Achievements
- New Achievement: I can't hear you over the ringing sound of my big brass balls: Complete the time attack parkour: Drop the Mic
Bug Fixes
- Fixed an issue which setting FPS cap resulted in wrong cap amount
- Fixed VSync option not working
- Fixed some collision/arrangement related issues in Playroom map.
v0.904
Hello.
Below are the change notes for the patch v0.904
Multiplayer
- Players who press ready now stay on the ability selection menu until everyone does so. Those who press ready will be marked with a checkmark next to their names. You can still use the chat in this state.
Cosmetics
- Your selected cosmetics are now visible in Single Player Mode too.
Pause Menu
- Pause menu now contains all options in the main menu (Although it still cannot be interacted with keyboard/gamepad)
Main Menu
- You can now use ESC button to navigate back in the main menu
Bugfixes
- THAT ANNOYING SOUND
- Fixed the point indicators in Single Player pointing to the starting checkpoint instead of finish
- Removed some weird stuff lying around in the map
v0.903
Hello hello!
v0.903 is out and below are the changes:
Gameplay
- Time attack mode can now be restarted with the R button at any point
- Time attack targets now use a point indicator similar to multiplayer scorezones
- Point indicator for scorezones are now more precise
UI
- The server can now inform players if they are running an outdated client (You should download this patch to be able to see it first)
- In-game announcements section is now added to inform players about patch details, server maintenance etc
- Slight UI changes to fit the newly added elements
Bugfixes
- Fixed marbles being unable to control via W or S buttons in Try mode in customize
Improvements
- Loading times are reduced slightly
Server maintenance
Hello.
The servers currently are in maintenance (And this does not affect the playability). The estimated duration for the servers to be back on is 1 hour.
This will be followed with a client update and the details will be posted as an additional announcement.
Lag Issues and Matchmaking
Hello.
The servers are now up and can be used to communicate with people via the global chat.
Talking to a few people there, there are some issues that needs addressing, to understand where we are and where we are heading.
The lobbies use Listen Servers, meaning, if you create a lobby, you will be the host for your game. However, if your connection is not stable/strong enough, the game can be unplayable for other people (Or for you if you did not host).
This comes down to the following:
Connection of the host
Connection of you
Distance between you and the host
Since you can get no clue from any of this, we will be modifying the lobby search system to include the Countries of people. If you do not prefer your country to be visible, you will be able to reduce it to continent.
We will be observing which regions people tend to play the most over the course of 1 month and we will be deploying dedicated servers to the regions.
For the time being, communicating with people over the chat to determine the potential quality of connection is the best we can offer.
These are all acknowledged issues and we will be doing our best to address these.