7.4 was just made available to all players. It has a ton of new content, improvements, and fixes.
New Levels
This is Fort. It's a throwback to the classic Mario Kart 64 multiplayer level Block Fort, remade and optimized for Disco Dodgeball. The one big difference is there's a route onto the forts from near the middle, and of course the addition of glowy LED lights. It adds a lot of verticality to the combat and confers a great advantage to those able to maintain the high ground. It's particularly good for objective-based modes like Capture The Cube.
This is Aquarium, and is a level created by the player SerialHugger (thanks!!). It involves a single walkway connecting the two spawns, some curved ramps leading to a lower fish observation area and some higher side walkways as well. It's very open and rewards those with good long range timing & accuracy.
New Modes
Elimination Hoops
A hybrid of two classic modes. To win a round, either score a single hoop or eliminate the entire enemy team. The first team or FFA player to the target number of round victories will win the match. It's an intense mode that requires the right balance of caution and aggressiveness, and players will need to use their intuition to know when is the right time to go for the goal.
Bonus Ball
This is Deathmatch with a Super Ball twist. Most KOs count for one point, but KOs with the golden ball are worth 5. Additionally, players can toss the Super Ball through the hoop for a bonus 5 points.
Score Hunter
Similar to Headhunter, this is an Elimination variant where the winner is determined by reaching a particular Score. Rounds will continue until the score target is reached. It forces players to abandon their cautious Elimination strategy and go all-out. But of course, acting too bold can easily get you eliminated as well.
New Features
You can now choose the team setting 'Random', which will shuffle between 2 Team and FFA modes.
You can now choose the mode setting 'Random + Expert', which will select a random mode including the more complex Expert modes. A good way to add some variety to your rooms if you've been playing for a while and are comfortable with advanced rule sets.
New Custom Mode rule options
Allow Time Limit Options (makes default time limit options appear in match settings)
Score Limit Option (displays specified score limit option in match settings)
Round Victory Limit Option (same, with round victories)
Time Limit Option (same, with time limits)
DefaultRoundVictoryLimit2P...12P (specifies default round victory limit based on number of players if mode is rotated to via Random mode settings)
UseCumulativeScore (makes match victory dependent on sum of round scores, useful when making elimination hybrid modes like Headhunter
Adjustments / Improvements / Fixes
Attrition and Headhunter are now part of the Classic modes, so they'll pop up during default random mode rotation
Grand Prix removed from Classic modes, is now part of Expert modes
Headhunter is now FFA only
Nerfed homing ball strength
Homing on friendly target is much stronger
Increased aim proximity requirement for selecting friendy player as homing target
Pooled some 3D score text objects and Kill Log items to prevent frame hiccups
Added new cylinder mesh to Capture Point to increase visibility (especially when particles are turned off in video settings)
Removed lock-on that prevents homing target from changing after reaching certain charge threshold
Checkpoints new cylinder mesh, and do a better job of fading in and out
Removed extraneous ‘First to 1’ header text in Hunter v Hunted and Hoop Defense modes
Fixed random Elimination FFA matches not using the correct round victory limit (3)
Fixed Kart Race summing all participants’ scores instead of using leader score
Match Settings will load default score limit when changing game mode even if that new mode has a score limit option that matches the currently loaded limit (prevening things like inadvertently setting a Hoops match to 100 if switching from a Super Ball match with limit 100)
Fixed switching teams making you ineligible to vote on match settings
Bots can prioritize the Super Ball if a KO with it is worth more points
Fixed admin Kick function kicking all players in room
Team / FFA rule is incorporated into main score subtitle (e.g. “Team Deathmatch”)
Headhunter has match score limit (via useCumulativeScore), not a set number of rounds
Added hard limit of 18 for maxTeamPlayers custom rule
Announcer Says ‘round won’ when you complete an arcade level
Fixed bot lighting in Chasm
Fixed jetpack particles on Bots not synching to clients
Fixed error in sometimes initializing perk progress items before stats were downloaded, resulting in extraneous progress notifications
Fixed VO clips sometimes overlapping
Better prioritization of VO clips - multiKill > rare trick shots > rampage > on Fire > extinguish > 4+ streak > random taunt > common trick shots > 2+ streak
Easy Bots speed restriction is now overridden by Behavior Zones, allowing them to jump across gaps
Fixed inventory display counts not updating when returning to inventory after crafting
Fixed hyphens being disallowed in player names
Special thanks to all the players who've been participating in the forums and provided the feedback necessary to catch & fix all these issues.
Enjoy the new modes & maps! As always, feedback is welcome on the forums.
Erik
First Announcer Pack available from workshop!
A short time ago I added support for custom announcer packs. Now, the first one has been completed and is a highly recommended (and free) download! It's by Videogre and here's the preview video:
https://www.youtube.com/watch?v=WURBUbrEP8M
It's very simple to add to your game - just go to its workshop item page (below), click Subscribe, then next time you launch the game you'll have it available to select within Options / Audio / Announcer:
(Friendly reminder that copyrighted material is prohibited)
I'm also very close to releasing version 7.4 which is a huge content patch including many new game modes & two new levels. Will post another announcement when that's ready!
Erik
Update 7.3 Released
For a long time, I've wanted a better way to communicate item drops and XP gain to players. Now, there's a new window that shows up at the end of each PvP match (after the player awards - wait 5 seconds or click the mouse button to show this menu). It'll animate the XP you gained during the match, and show any items that you unlocked (by reaching a level requirement) or dropped randomly during that match.
Note that XP is earned during the match, so resetting or leaving early won't incur any XP penalty. You just won't see the animation.
For PvE matches (e.g. Arcade, Challenges) this screen isn't shown because it doesn't work with the menu flow. But rest assured you are still earning XP and items in those modes - item drops during PvE will be shown as a mini-notification on the right-hand side as it always has.
Also made these changes:
Fixed ‘Match Won’ announcer clip being played before final ‘Score’ in hoops and Captue The Cube
Room name is displayed on game pause menu
Lowered level requirement for many built-in glasses
Fixed missing text on Arcade perk progress notifications
Fixed pathfinding issue for bots in Octagon preventing them from reaching some ramps
Added ‘follow’ button to main menu
Added ‘Assist’ Announcer line
Fixed final cube capture saying ‘Score’ in big text isntead of ‘Match Won/Lost’
Fixed missing buttons when navigating to Dedicated server browser and then back to Find Match panel
Status label on network panel works
Fixed fog in Cage being too strong
Fixed some key commands (like spectator movement) triggering while chatting
Fixed default Quality settings interfering with and overriding video settings (like reflections)
Fixed fog not rendering
Fixed reflection probes picking up unintended colors from powerups
Update 7.2 Released. New Cosmetics & Announcer Pack support!
Version 7.2 is now available. It includes a huge batch of new cosmetic items, created by players!
[LEGENDARY Throw FX] Rainbow Helix - twin jets of rainbow particles spin out of your throws
[Epic Wheel] Hamster Wheel - powered by a tiny animated hamster
[Rare Hat] Super Bowler - the hat band pulses in time with the music!
[Rare Hat] Bombastique - a cartoon bomb hat with a lit fuse that produces sparks
[Rare Body] Brute Armor - an intimidating set of space marine armor
[Rare Head] Dice Head - do you feel lucky?
[Uncommon Hat] Banana
[Uncommon Hat] Boogie Bowler
[Uncommon Hat] Traffic Stopper
[Uncommon Hat] Wizard Hat
[Uncommon Throw FX] Energy Shot
Decals:
Target, Radiactive, Biohazard, High Voltage, RoboCola Cap, RoboCola Can, Barcode, Get Dunked, Watermelon, Kitty, Battery Powered
Glasses:
Fox Mask, Pig Mask, Owl Mask, Dog Mask, and Hi-Tech MonoEye
These items are now craftable, and additionally will drop during normal gameplay. Alternatively you can buy them direct from the Item Store which gives 35% of proceeds to the item creators.
I also added support for custom announcer packs! These will be ready-to-use items that you can create & subscribe to at any time. Check out the Workshop Guide for a list of file specifications. Basically take a bunch of audio files, give them the correct name, upload them as an Announcer Pack and players will be able to replace the standard announcer. Drop a note in the forums if you're interested in making one, but the process is a bit straightforward. The first one should be available shortly!
Other changes:
Death spiral now a more regular spiral and shows correct tint
Headphones pulse glow with the beat of the music
Shortened fire wave trail
Made fog more prominent
Ball particle effects pause when charging shot to avoid view obstruction
Improved charge particles
Announcer lines don’t overlap, and can queue (e.g. says “Helicopter” and “Triple Kill”)
Announcer says “On Fire”
Update 7.1 Released! Pass requests & tons of fixes
Update 7.1 has just been released!
Features:
Can request a pass (Default key is R). Shows 'Pass' over your head to friendly teammates, and bots will attempt to pass to you if they have a ball and are close to you. This lasts for 5 seconds or until you collect a ball. Super ball / Power Cube carrying bots will pass to you if you are closer to the hoop / capture point than them.
Mode & Description is now more prominently displayed and displayed on each new round start, allowing players to review mode & team before confirming they are ready
Added new Gif Replay capture setting “insane” - 60 fps and 8 seconds long
Added visible timer before next round or match starts
Activating scoreboard pauses in Solo PvE modes
Time limit is more prominently displayed on scoreboard
Fixes:
Up to 14 players can now cleanly spawn in each spawn area without bumping into each other and causing physics glitches
Fixed menu errors if match reset while menu was open
Recentered arcade unlock notification text
More descriptive team titles on team Select panel for Lasers vs Jetpacks, Hunters vs Hunted, and Hoop Defense.
Fixed main game camera just showing robot face if you changed video settings while a bot profile pic existed in scene
Fixed some invisible triggers from blocking mouse click collect (esp on Arena)
Dodgeballs reset to neutral on round end, preventing homing / boomerang balls from constantly bumping you after match end
Fixed bots prioritizing score leader in FFA matches instead of much closer scoring targets
Increased mouse scroll wheel sensitivity on all scroll views, especially on video settings
Top-left leaderboard is now hidden during challenges & arcade while in-progress. Is visible when TAB scoreboard is displayed.
Fixed challenge leaderboard not initializing properly
Fixed weird camera jump when starting new match and respawning
More consistent behavior of Tab scoreboard panel & overlaps with less
Stopped disco lights from updating while game is paused
Scoreboard highlight of super ball owning player happens immediately on pickup / throw, not just when score changes
If player had active notification like “Run!” and then switches to spectator, that notification is cleared immediately
Stopped 1st person spectator mode from showing HUD if the follow user wasn't alive
Fixed overlap of rules / modifiers with team select panel
Made scoreboard more opaque and readable
Fixed weird alpha values on bot explosion
Removed default homing ability from Jetpack team in lasers v jetpack
Only plays boost sound effect for local humans
Fixed failure to remove throw inaccuracy when easier bots are passing to friendly targets
In the next update I hope to add a bunch of new cosmetic items from the Steam Workshop. So make sure you pay a visit, vote on your favorite items and submit things you've built!
Local Multiplayer update released!
I just released version 7.0 of Disco Dodgeball, which includes one of the most-requested features: split-screen local multiplayer! Yep, you can now play multiplayer dodgeball with your friends on the same computer.
Hit "Local Multiplayer" on the main menu, activate your gamepads (up to 4 players), pick your bot appearance, choose any of the classic, expert, co-op challenge or custom matches and go!
A wide variety of gamepads are supported. And once you're in a match, you can further customize your bot to your liking by picking out from your existing Steam inventory of cosmetics.
Other changes:
New 'Bot Photobooth' feature shows your real bot and all your cosmetics in the round-end stats panel (not just a bot icon)
Access garage and customize your cosmetics within a match
Bloodlust KOs in custom modes now gain 0 exp to prevent easy XP gain exploit
Fixed decal clipping on Alkaline body
Blanking out Profile Name makes it revert to Steam Profile Name, which updates dynamically
Added bot self destruct when they get out of room bounds
Added behavior zones within arenas to make bots slow down & boost to improve their ability to navigate jumps & gaps
Greatly improved menu controller navigation
Can easily switch between gamepad & keyboard controls. Just hit the appropriate menu toggle button on the device to activate it.
Mouse input is now excluded from gamepad look controls, although it can be optionally enabled which is necessary for those using Steam Controllers with High Precision Input template.
Added rumble sensitivity slider
‘Most Kills’ stat now reflects most round kills if in a multi-round match. Most match kills are shown when match is over.
Enjoy!
Erik
p.s. The game is 50% off this week to celebrate the update!
Update 6.2 Released: Skill-based rooms
Players now have the option to add a 'Skill Restriction' flag to rooms they create. The 'Novice' option will prevent players level 20 or over from joining. The 'Expert' option will prevent players under level 20 from joining.
Hopefully this allows both groups to play matches at a level they prefer.
(Note: this replaces the 'Room Type' option from before, which was confusing and didn't have much functionality besides limiting which options were available for basic rooms).
Other changes:
<*> Fixed throw speed being affected by slow-motion
<*> Fixed throw being overall weaker in 6.1 than it was in previous versions
<*> Fixed bots aiming too low, b/c they were using the wrong speed calculation (introduced in 6.1)
<*> Changed homing ball behavior. It will generally home much stronger now, even at high throw speeds. However once it passes by a target player, it won't do a mid-air turn as well. So it's both more accurate but also more straightforward to dodge if timed correctly.
<*> NumLives value (in custom game modes) now works for PvE bots
<*> Fixed missing textures in Trifecta
Update 6.1 Released: Bug fixes!
- Updated to Unity 5.3.3, which should fix Linux launch issues
- More texture definition on floors / trifecta
- Scoreboard kills / deaths no longer overflows to next line
- Kill log no longer overflows to next line
- Smoothed out movement a bit by decreasing physics update interval
- Profile / Customize now selects the equipped Garage item
- Fixed Hoops particle effect only playing once
- Fixed charge sound effect not playing for laser ball
- Fixed green-tinted reflection probes due to including up power-up pickups in cubemap
- Fixed FireWave not updating tint correctly to match player
Update 6.0 released: Community Servers
The big feature here is that community members can now host their own public Disco Dodgeball servers. The benefit here is you can host a server with very low ping, especially if you're not near one of the built-in server locations. You can also set flags on the server to restrict the kinds of matches (e.g. always Deathmatch, no powerups, only these maps allowed, etc.)
The setup is fairly involved, but I put together this guide (see below) that steps you through the process. I'm very willing to help with this process so let me know if you run into any setup problems.
Other community-run servers can be accessed in the revamped Multiplayer / Search panel where you can select the 'Community Server' connection then select from public servers. (There probably won't be many right off the bat, but should grow over time.)
In addition this release contains the following improvements and fixes:
Changed screen effect AA to hardware AA (2x, 4x, and 8x options)
New Rule: Glow In The Dark (dance club lights are off)
Item Drop playtime accumulates in Time Trials mode
Made bot shields more visible
Fixed Arcade upgrades from applying to enemy bots as well
Fixed ‘disconnect’ button on Network options panel just reconnecting
Removed confusing option to connect to offline mode
More graceful handling of connection failures
Fixed missing tooltips for match modifiers
Disabled list items still give tooltips and can be used for scrolling
Fixed ‘create match’ panel loading incorrect preference for server connection
Improved current connection status display on main menu
Item drop check moved to end of match
Removed votekick for non-mods
Got rid of excessive debug logging for spectator mode
Fixed spectate mode controls not working
Reduced spawn shield duration in Hoop Defense
Fixed custom PvE modes showing bot scores in end round stats
Fixed current video setting option not being highlighted
Fixed “stayin’ alive” stat only incrementing on the final round of an elimination match, now increments after every round
Fixed fog appearance
Made arenas generally lighter to improve experience when video settings are off
5.9 Released - new Challenges & Mutators
One very important fix in this is the problem where new players would get stuck 'Connecting' to multiplayer unless they specifically selected a network region. So if you or someone you know was affected by this, it has been resolved!
Additions
Added new challenge mode: Pinball. Only wall ricochets count for score, 2 minute time limit.
Added new challenge mode: Teamwork. You can't hit enemies and bot teammates can't pick up dodgeballs, so you must pass to them in order to score Assist points.
Added rule option: No ball pickups (prevents player from picking up a ball)
Added rule option: no bot passing (bots won't try to pass)
Added rule option: assist score (Player / Team score increment for getting a KO assist)
Added rule option: floors turn balls neutral
Added rule option & game modifier: No Power Cube Throws. You can only throw the cube a short distance, removing passing as a strategy in Capture The Cube.
Added new rule: no bot boosting
Fixes
Fixed players getting stuck ‘Connecting’ unless they specified a network region
Fixed num lives not being set properly if starting new match after resetting a challenge
Fixed Arcade mode starting instantly if starting after resetting a challenge
Changed ‘local network’ name to ‘custom network’
When connected to a Photon Region, shows region name instead of IP address in bottom left of main menu
Improved readability of network option drop-down
Fixed crash if Steamworks failed to initialize and a player with Items entered your game
(probably) fixed issue where Cube Capture would trigger multiple times on pass into capture zone
Fixed Grand Prix with time limit showing ‘Finish!’ for all checkpoints
Fixed rules with more than one modifier requirement not applying correctly if one of the requirements involved a player type (humans / bots)
Many score rules can now be selectively applied to player type (humans / bots)
Fixed ESC sometimes failing to close main menu
Fixed error where clicking on a player in the players list would break and create a jumbled list of actions
(perhaps) fixed issue of players needing to enter dx9 launch option on computers that don't support dx11
Fixed non-master-clients having round victory count not updated on round end
I've also been hard at work on adding Dedicated Server functionality - there's a lot to learn and a lot of options to figure out, but hopefully there will be a solution within a few weeks.