Happy New Year everyone! We've got our first update of the new year out and it's a little smaller than we'd like it to be given the time since our last content update, so I'm going to provide an update on some of the various things going on right now that might continue to slow us down for the next little bit.
The biggest one is that one of our team members has welcomed a baby girl into the world! We're over the moon excited for them and are giving them tons of time and space to spend with their growing family before getting back into the swing of things.
Next up is planning for events that are coming up in 2023. Various team members are going to be attending different events this year to help spread the gospel of Peglin and help us make useful partnerships going forward, but planning these is unfortunately already eating into some of our development time.
Another big one is preparing for console and mobile releases. Mobile will be coming earlier in the year so that has a bit more of a direct impact already, but even though the console releases are further out they require a decent amount of planning ahead of time so we're seeing some impacts there as well. If you're interested in updates on the upcoming mobile releases, please be sure to join our Discord and subscribe to the relevant roles!
Transitioning to the new year also takes up a surprising amount of time, with all of the paperwork and taxes that need to be done as well as planning for the upcoming year. We're definitely feeling some of the pain of being such a small team so we're figuring out how we can potentially hire some more people or companies to help keep things running smoothly (with less interruption when a teammate gets busy or has to step away for one reason or another), but we'd like to do so in a way that lets us keep the tiny team charm that (in my opinion) has helped Peglin become the entertaining little game that it is.
The last piece is that in advance of the class update we're spending a lot more time planning and balancing before this content actually hits the game. We'll be introducing 15+ new orbs per class, and we're trying to make sure that when they launch the various synergies each class introduces will be feasible and interesting to use (even if they're not all perfectly balanced at first). Long-time Peglin players will know that I usually just throw content at the wall and then deal with it after-the-fact which can lead to things being horribly over or underpowered. That can definitely be fun sometimes but isn't necessarily how we want the first impressions of the classes to go!
So that's a little glimpse at what we've got going on over here and why this update has taken a little bit longer than usual and why we'll probably be a little slower for the next little bit as well. We're tremendously grateful that we get to do what we do because of all of your support and we're all working as hard as we possibly can to get Peglin to its 1.0 release while making it the best game we can. Thanks for sticking with us and I'll stop yammering on and get back to development work now ;)
All the best, Dylan & the RNG Team
v0.8.22 Patch Notes
Changes and New Content
- Unity Update from 2019 to 2021 LTS - This should (hopefully) be an invisible/unnoticeable update but we were starting to run into some deprecation issues and it was time to get up to a newer version.
- Display changes - It was time to try and fix some of our pixel sins and reduce the amount of awkward pixel scaling that could happen. You'll notice that some scenes have moved around a little bit, and while it'll take a little getting used to they hopefully look a little better now than they did before, especially when played at non-1080p resolutions.
- New game/Continue flow has changed to avoid the popups and speed up the process a little bit.
- Gardener's Gloves and Salt Shaker have finally returned, with completely reworked effects that should be a little more useful than they were before! (Not that that was a high bar to beat...)
- [New Rare Relic] Grinding Monstera - When an enemy is defeated, gain 1 Max HP.
- [New Rare Relic] Sash of Focus - Prevent the next lethal damage you would receive
- [New Rare Relic] Ice Rod - Every projectile attack gains Pierce 1 (stacks with existing pierce)
- New art for Defresh Potion (it's an actual potion now!)
- Bramball's damage has been increased and self-damage has been added to it.
Bugfixes
- Controller/keyboard flow fixed for the Run Summary screen and when adding an orb after battle.
- Round Guard no longer provides damage immunity when navigating if battle was won by reloading.
- Leaving the map open when going back to the map no longer prevents firing until the map is opened & closed again.
- The issue where loading a save could lead to a map with no visible nodes should be fixed.
- When Restorb Lv.3 adds Max HP, it now correctly heals for that amount as well.
- When Max HP increasing relics are gained in-battle, your HP should immediately visually display the increase instead of only updating in your next battle/scenario.
- Necorbmancer + Defresh Potion now plays more nicely with Brick Pegs.
- Gift That Keeps Giving + Heavy Shaft Potion + Brick Pegs should no longer be able to trap orbs.
- Concentrication prediction and collision have been fixed
- Fire Button no longer appears when navigating post-battle rewards with controller or keyboard
- Pegs converted to bombs on the Invisible Mines Miniboss should no longer appear upside down
Update v0.8.10 (December 2nd, 2022)
- Fixed Bug where Bad Cheese build would prevent firing for navigation
- Molten Mantle changed to deal its damage every 2nd coin collected, however:
- Chip damage has been changed so that the next enemy will start to spawn in if all existing enemies are defeated during the shot (further improvements are coming to this soo to address potential animation race conditions leaving no enemies on board when bombs are thrown)
- Pause Menu correctly pauses time again, avoiding (a surprising amount of) issues
- Fix for the discard action potentially preventing firing the next shot.
Update v0.8.9 (December 1st, 2022)
New Content and Changes
- New Relic (Common): Peglinero's Pendant - Collected coins contribute to damage (acting as if a peg had been hit).
- New Relic (Rare): Navigationflation - Coins collected during navigation are worth 4 gold instead of 1.
- New Relic (Rare): Refillosopher's Stone - 2 coins are added to the board every time it is refreshed.
- New Relic (Rare): Duplication Potion - When Refresh or Crit pegs would move, they instead duplicate to the new position and leave a stationary copy in their previous position.
- New Relic (Boss): Molten Mantle - Coins no longer provide gold, but instead deal your shot's current total damage to the targeted enemy.
- Alchemist's Cookbook no longer reduces player bomb damage.
- Terriball has had its proper art implemented.
- Shield Mage has had its art updated to better display its new Shield Bash attack.
- Egg is now available in custom loadouts.
Bugfixes
- Haglin's Shop no longer breaks when the player enters with almost every available relic.
- Flying Sapper Minions can now be hit when the player has the Grabby Hand relic.
- Recombombulator now works as expected with bombs on the Rotating Refresh stage.
- End-of-battle orb addition no longer allows your gold to go into the negative.
- Haglin's Satchel no longer grants orbs that should only be obtainable via scenarios.
- Treasure Room Click-To-Aim fire button now appears less awkwardly.
v0.8.9 addendum:
- Castle Map generation has been returned to normal
Update v0.8.6 (November 23th, 2022)
Content Changes
- [New Relic] Molten Gold - Battles start with 5 more gold available.
- When playing with Cruciball off, or up to Cruciball 7, players now get a small amount of starting gold.
- Haglin orb removal cost has been reduced to 30 (increased by 15 with each orb removed)
- Several early battles have been tweaked to allow for easier collection of gold or more gold added in those particular battles.
- Bullyball now updates its displayed damage when used with the Wand of Skulltimate Power.
- Pausing no longer sets the timescale back to 1x
Bugfixes
- Controller button hookups have been fixed across several screens.
- New Helpful Spirits event no longer breaks when encountered with a Mirrorb as your only level 1 orb.
- Brick Refresh Pegs can no longer be shielded.
- Custom Start Catalogue no longer duplicates orbs when reopening it.
- Shops can now properly appear in '?' spaces.
- Peglin's health should now appear properly in Scenarios in Cruciball 14+ when the player reaches one before taking any damage.
- Brick Pegs refreshed by Necorbmancer now properly receive its buff, and all revived pegs should now properly display crit highlighting.
- Fixed Electorbmagnet Attack visual (no longer appears as a stone).
- Magnetic orbs should no longer get stuck on dull pegs.
- Credits page has been fixed.
- Post-Battle Upgrade Button should no longer visually overflow its text in longer languages
And one leftover patch note that was missed from v0.8.4:
- If the Shield Mage reaches over 300 Ballwark it will remove all Ballwark, break all Shield Pegs on the board, and perform a special attack. This is to prevent soft-lock scenarios where the Shield Mage is gaining too much shield every turn but is unable to defeat the player for one reason or another.
Update v0.8.5 (November 19th, 2022)
Big Systemic Changes
- Coins can now be obtained in battles, and Peglin’s post-battle additions and upgrades now cost coins, enabling you to add and/or upgrade orbs multiple
- times after each battle! Only offered orbs that don't fit your build? Save that gold up for another battle or for Haglin’s Shop.
- Haglin has finally set up their shop! (Though you might still catch them for a free sample). Save up some coins for a wider selection of orbs and relics, and the ability to remove orbs!
- Map Generation is now guaranteed to at least have a few Chests, Elites, and Shops instead of being completely random.
- Orbs have been split into rarity. This will help us roll out things that are a little bit more broken, and give us other ways to balance content other than tacking on downsides or reducing their strengths, which we know has been a source of frustration in the past!
- Class relics - This will be more exciting when we release classes in the next couple of months, but for now Peglin’s Peglintuition starting relic will help reduce the inherent randomness of having access to all orbs & relics!
UI Improvements
- New tooltip art for orbs and relics
- Custom Start menu has had a big overhaul for feedback and readability
- Many text-only buttons have received additional visual feedback
- Roman Numeral level overlays have been stylized in Inventory view
- Roman Numeral level overlays in-battle have been replaced with stylized frames
- Status Effect icons have been tweaked and made more readable (but we’ll be making further improvements here)
- Nicer Cruciball indicator pip
Content Changes
- [NEW] Event: helpful spirits!
- [NEW] (Custom-Only) Seraphic Shield: Immunity from (almost) all damage
- [NEW] End-of-run Unlock screen (more stats and visual improvements to come soon!)
- Refresh pegs can no longer be shielded, and when a shield moves onto a refresh peg it will break the existing shield
- Echorb Echo buffed to 30/60/100
- Necorbmancer now buffs pegs that it “revives” (+1/+2/+3)
- Sliming Crit(!) pegs now retains them as Crit until they’re popped
- Bullyball should now update its damage display when self-damaging from Rigged Bombs
- Next update will have it also update from in-flight damage
- Concentrication Attack Animation Speed increased
- Gamblin now has an idle animation
Bugfixes
- Single path navigation no longer has broken slot highlight visuals
- Axe Me Anything now properly causes bombs to deal full damage to the Super Sapper boss
- Electorbmagnet should no longer hone towards already popped orbs
- Broken Shields on Disappearing/Reappearing pegs no longer play their animation every reappearance
- The new (as of last update) moving bomb in the Shield/Archer/Cleric encounter will no longer disappear halfway across the screen
- Main menu correctly drops all orbs again, not just Matryorbshkas
- Several fixes to the “Click to Aim” button’s functionality (still some visual issues to fix though)
- Refreshield now properly triggers the Cookie and Refresher Course
- (unverified) Brick Slimes should
- no longer get stuck in mid-air (but we’ve never been able to reproduce this one so we’re shooting in the dark a little bit)
Update v0.7.56 (September 29th, 2022)
New Content
- [Rare Relic] Critikris - Whenever a Crit is activated, deal damage to all enemies equal to your orb's current Crit damage.
- [New Orb] Restorb - A low damage orb with a small amount of healing when fired that can be used once per battle. At lvl 3 the Restorb also increases your Max HP by a small amount.
- Ukrainian support has been re-added to the game! (Thank you to the team at IndieArk for helping us out with a non-CJK language and adding the missing elements to our pixel fonts, and a huge thank you to our localizers!)
Balance Changes
- Every map is now guaranteed to have at least 2 minibosses and 2 additional treasure chests
- Super Sapper Pegboard has been made denser
- Rigged Bomb self-damage has been reduced to 3
- Qaballistic Ruins HP reduced in non-Cruciball runs
- Bouldorb's Overflow has been converted back to Pierce at all levels
- Orboros damage has been increased
- Orblation self-damage reduced (and its orb and (absolutely gorgeous) attack art has been added)
- Constricting Chains Crit damage boost increased
- Salt Shaker and Gardener's Glove relics removed from random relic pool
- Two archers removed from Castle Knight Miniboss encounter
- Number of brick slimes reduced in both encounters
- Plant Trio Miniboss HP reduced for Cruciball 3+
- Additional bombs added to Shield/Archer/Cleric Castle battle
Bugfixes
- Bullyball now correctly gets boosted by Orboros Discard self-damage.
- Refreshorb should now always correctly have its level 3 upgrade available
- Sapper Boss Grid cells no longer incorrectly stick around when they should be cleared
- Matryorbshka multiballs no longer get stuck on the Main Menu
Update v0.7.53 (September 21st, 2022)
- Minotaur melee attack could soft-lock the game
- Music did not always resume after playing the new win jingle
- Critiball guaranteed crit was not always activating
- Custom loadout page for orbs was only displaying as half-full before moving to a second page
- Slenderlin attack projectile better matches its animation.
Update v0.7.52 (September 14th, 2022)
New Content
- [New Orb] BullyBall
-
- Gains damage each time you hurt yourself with self-damage.
- [New Orb] Orblation
-
- Damage yourself for a high damage attack
- [New Orb] Shock Orbsorber
-
- Gains damage each time a bomb is detonated and at higher levels reduces the amount of self-damage taken from Rigged Bombs that it detonates.
- [New Orb] Electorbmagnet
-
- Orb that always has the magnet effect active (duration stacks with the Electropegnet!)
- [New Common Relic] Axe Me Anything
-
- Ignore damage resistances when attacking (knight shields, lightning rods, etc)
- [New Boss Relic] Constricting Chains
-
- +2/+3, but can only aim in 4 directions.
Content/Balance Changes
- Custom Loadout contents must now be unlocked by taking them in a natural run
- Mines Map has been expanded to make navigation more meaningful
- Stump + Plants layout drastically improved
- Tooltips have been added to status icons
- Critiball no longer triggers crit pegs, but it is always guaranteed a crit when fired
- Bouldorb levels 1 & 2 changed to Overflow
- Shadow Bat movement increased
- Auto-target should no longer target unnecessary enemies (like fallen logs)
- Mines Boss music has been added
- Victory win jingle has been added after battle
- Peg pitch shifting has been made more noticeable
- Nosforbatu art updated
- You can now view your deck after beating the final boss
- Relic Tooltip appearance has been improved, especially at lower resolutions
- Placeholder art added for Gamblin (but they're t-posin' for now)
Bugfixes
- Projectile Orbs should now be able to hit Sapper Boss flying minions
- Decoy Orb should no longer prevent enemy spawning
- Prediction fixed for Concentrication + maps that start with extra Refresh/Crit pegs
- Refresher Course (and all other relics) now display multiple keywords (ie Muscircle & Spinesse)
- Mines Parchment Map close button should no longer appear offscreen on certain resolutions
- Slenderlin attack animation should be improved in most circumstances
Update v0.7.48 (August 19th, 2022)
New Content
- [Relic] Hero’s Backpack: Orbs receive +1/+2 for every following connected orb of the same type.
- [Orb] Worbhammer: A new dense weapon orb that has Overflow by default and gains shield smashing abilities as you level it up.
Bugfixes & Improvements
- Infernorb has a new functionality that burns shield pegs in one hit.
- Small art fixes for the Electropegnet and Forest background
- Changed the Japanese font so that the few broken characters are fixed
- The duplication mirror scenario no longer appears when you have no orbs. This should fix the softlocking that was caused.
- Custom Loadout UI has been updated again
- Shield Mage Miniboss damage reduced to 4.
Update v0.7.45 (August 3rd, 2022)
Bugfixes
- Super Boots now provide protection from the Weighted Chip's Navigation Damage
- Enhanced Gunpowder and Refreshing Punch have been fixed
- Flying Sappers now attack and detonate correctly
- Stumps are now properly counted as plants
- Refresher Course now displays its Spinesse tooltip
- Blind description has been fixed to match updated mechanics
Update v0.7.42 (August 3rd, 2022)
New Features & Content
- New Boss: The Super Sapper! This boss brings some unique pegboard mechanics and both a strong offense and defense to provide a nefarious challenge. You could be one of the first people to ever earn the achievement for taking down the Super Sapper!
- New Miniboss: The Shield Mage; This miniboss is an expert in the arts of shielding both itself and pegs. Every attack it throws at you will cause more pegs to be shielded, and this enemy will gain more Ballwark each turn depending on how many shielded pegs there are! Take this foe down quickly or you'll find yourself completely walled out and at its mercy.
- Shield Peg Mechanics: In addition to the Shield Mage's shield peg utilization, the Shield Knights have found out how to use their shields to block pegs on the pegboard! In some maps these shields will apply their shields to random pegs (shield shield shield), but in others they have their attention focused on protecting new bombs that have appeared in the castle. However, destroying one of the shields (without just sniping its knight) will cause several of these peg shields to break immediately!
- Custom loadouts! A long-requested feature makes its way into Peglin. If you've ever wanted to try out a particular combination of orbs and/or relics you no longer have to rely on mods to do so. This feature is still under development and will see many more improvements as we work our way to v1.0, but it will be an extremely useful tool in the meantime!
- New Orb: Etherwheel; This orb knows the true meaning of "leave no trace". When it leaves the pegboard, it will refresh the board behind it and ensure the next shot is set up for success!
- New Relic: Refresher Course; This new relic provides another benefit to keeping your board topped up: every 5 reloads will grant you 1 Muscircle or 1 Spinesse!
Balance Changes & Feature Improvements
- Demon Wall Castle Boss HP reduced slightly
- Castle Levels have had more bombs added to be more reasonable for non-AOE damage.
- Mines Enemy, Miniboss, and Boss have had their Cruciball bonus HP reduced across the board
- Slight Qaballistic Ruins damage & healing buffs
- Bomb added to Turned Knight Mines Miniboss pegboard
- Weighted Chip no longer has a x0 slot. Instead has 2 x0.5 slots that deal navigation damage when triggered.
- Perfected Reactant dmg reduced from 20 -> 15
- Critiball peg conversion nerfed to 9/7
- Jack-Orb-Lantern damage reduced, increased looping proved to be a sufficient upgrade
- Blind no longer provides +10% flat miss chance
Bugfixes
- Enemies should no longer get stuck at 0 HP (Or leave their health bar behind when defeated)
- External refresh effects (Refreshiv, Refreshield) are less likely to remove a refresh peg from the board.
- Scrolling the parchment map with speedup active should now behave more reasonably
- Pausing the game should now visually reflect the fact that it stops the x1.5/x2.0 speedups and should more easily allow players to re-enable the speedup.
Update v0.7.36 (July 12th, 2022)
- Refresh limit added so that Refreshorb + Gift That Keeps Giving + Moving Pegs should no longer cause softlocks
- Boss minions should no longer take an extra turn after the boss has been defeated.
- Safety check added for enemies that have had their health reduced to 0 but haven't died yet (we are still working to identify the exact cause of this but it is framerate dependent and quite difficult to reproduce unfortunately)
- Crit Brick Pegs were not being reset to non-crit after the shot had completed.
Update v0.7.35 (July 6th, 2022)
- Jack-Orb-Lantern Orb and Attack art updated
- Safety Net art update (begone programmer art!)
- Fixes for Brick Pegs trapping certain orbs and causing softlocks.
- Map View Scrollwheel improvements (still not perfect, but should be better for now at least!)
- Refresh SFX was sometimes not playing when the board was refreshed via a Crit Peg
Update v0.7.34 (June 30th, 2022)
New Content
- [Orb] Jack-Orb-Lantern: Instead of triggering a slot and disappearing, it returns to the top of the board (1/2/3) times.
- [Relic] Pumpkin π: One slot will become a portal that will teleport your orb back to the top of the pegboard (up to 3x per shot).
- [Relic] Safety Net: Orbs start with 5 peg's worth of damage.
Balance & General Changes
- Bats now have an attack animation
- Crit Fleece has been changed to stack the crit damage instead of multiplying it exponentially. It will now pack more punch at fewer crit counts and should no longer have the potential to overflow damage.
- Short Stack crit bonus no longer decreases as crit pegs are hit.
- Critiball regular damage decreased, crit damage increased dramatically
- Stump enemy health reduced, one Stump pegboard updated.
- Allorbnothing has received updated art.
- Newer attacks have had their SFX updated to be more fitting.
- Certain UI elements have been updated to be more legible, particularly at smaller resolutions
- Selected Enemy's health bar should now always appear on top of other healthbars
- Activated, Hit, Popped, and Durable keywords have all had their colour changed to be more legible, further improvements are planned.
Bugfixes
- Castle Assassin softlock bug should be fixed.
- Refreshed bombs now continue moving as expected on the Mines Moving Diamonds pegboard.
- Critiball + other sources of Durable should now behave as expected. As a bonus, Crit pegs + Durable now allows for multiple hits.
- Mines Pachinko Minigame should no longer have additional bouncers appear during navigation.
- Concentrication should no longer collide with previously popped Refresh/Crit pegs.
- Concentrication display icon has been set to the correct size.
- Buckler no longer prevents Orboros self-damage (as intended), the Orboros does not like being discarded... (the Orboros self-damage was added last update because the Cheese combo was a little too easy to achieve. It is still very possible, it will just require an additional step/combo piece out of several options available)
- Visually reversed pegs in one Stump layout have been fixed.
Update v0.7.28 (June 20th, 2022)
- Haglin's Satchel should now grant the correct number of orbs and upgrades.
- Haglin Scenario should no longer hide the Upgrade option when declining an upgrade.
- Fixed issues where returning to menu during battle could result in the game going unresponsive.
- Brick Pegs that have been previously cleared now have a slightly different colour to show which ones will be cleared during navigation.
- Mirror Removal scenario now states the correct amount of damage for choosing an orb to remove.
Update v0.7.27 (June 19th, 2022)
New Features
- Speedup Mode: This has been requested a lot and we've heard you loud and clear! In the options menu you can choose between a 1.5x, 2x, or 3x toggle or hold, and in-game you can speed up map movement, peboard action, and enemy turns!
New Encounters
There's a new-old enemy that's been hinted at in our art for quite a while, and 3 new Forest encounters featuring it!
New Orbs
- Sworb: A simple but effective damage dealer.
- Sphear: A simple attack with increasing pierce each level.
- Critiball: A low-damage (usually..) orb that can fill the board with crit pegs to enhance your next few shots.
- Morbidorb: (Yep we caved, it's finally morbin' time..) An orb that Activates previously popped pegs that it passes through.
- Necorbmancer: Only collides with popped pegs, and refreshes them back into unpopped pegs. Tricky to use but it can be a good way to set up your next shot, and it has pretty high damage to boot!
- Concentrication: Pierces through all regular pegs and only bounces off of Refresh, Crits, and Bombs. Perfect for hitting a hard-to-hit refresh, or for showing off your style shots.
- Ohmygorb: The Omegorb's angry cousin. Attacks all enemies with high damage, but destroys
- any peg it hits...
New Relics
- (Common) Spiral Slayer: Start each combat with 1 Muscircle (+1/+0 for all attacks)
- (Common) Shrewd Scales: Gain 1 Ballance on each reload (+1/+1 for all attacks)
- (Common) Pocket Sand: When you take melee damage, apply Blind 10 to the attacker.
- (Rare) Smoke Mod: Bombs apply Blind 1 to enemies when dealing damage.
- (Rare) Intentional Oboe: Whenever you would lose HP, reduce that amount by 1
- (Rare) Betsy's Hedge: Attacks get +1/+0 for each Crit peg on the board.
- (Rare) Short Stack: -1/+1 for each Crit peg on the board.
- (Boss) Consuming Chalice: All attacks get +0/+4 but -1 Refresh peg on the board.
- (Boss) Unpretentious Pendant: All attacks get +2/+0 but -1 Crit peg on the board.
- (Boss) Haglin's Satchel: Add 2 random orbs to your deck and then randomly upgrade orbs 4 times.
Content Changes
- Pegboard improvements for Mines Moving Diamonds and Minotaur miniboss. Minotaur health and movement updated to compensate.
- Damage slightly lowered in Duplication & Removal mirror scenarios
- New keywords (Hit, Activate, and Pop) to make certain content more understandable.
- Overflow and Echo have been given their own keywords.
- As part of the above, Orbsium now applies Glorious SuffeRing boosts multiple times (but not all relic effects have been moved to the new Activate logic yet)
- Orboros now deals 4 self-damage on discard.
- Blind Status Overhaul: Blind now provides (10+X)% miss chance, and the effect no longer diminishes over time. Blind granting items have had their Blind Intensity increased to help compensate.
- Bats & Shadow Bats are now immune to blind.
- Infernal Ingot now has a scenario interaction.
- Sped up the Mines initial map camera pan.
- Updated art for several orbs and relics.-
Bug Fixes
- Save System improvements: you should now have a much more recent save when your game closes due to a crash.
- Dumb Bell relic changed to grant 2 Muscircle on reload.
- Fixed issue where players would be unable to fire their orb when entering a battle
- Refillibuster now correctly counts hit long pegs when dealing its refresh damage.
- Allorbnothing Lvl3 bonus has been fixed (again, the stubborn jerk)
- The info popup appearing for upcoming orbs has been made more reliable.
- Reduced the odds of triggering a pegboard slot and being thrown out of it (affecting things such as Weighted Chip and navigation)
- Haglin and Scary Haglin navigation treasure bonus unlock SFX now properly respects your set SFX volume (wow that one was a mouthful. How about: "bonus chest celebration chime no longer loud as heck")
- Turned Knight Miniboss death animation no longer loops
- Map View 'X' button now reliably responds to mouse in Castle and Mines
- "It was not your time" achievement now correctly triggers only when caused by attack damage (not with chip damage, like the Mental Mantle)
Update v0.7.24 (May 30th, 2022)
- Allorbnothing Lvl 3 ability fixed for all cases
- Suffer the Sling damage bonus returned to +1/+2 (as stated) instead of +2/+1 (bugged state)
Update v0.7.23 (May 28th, 2022)
New Content & Changes:
- New forest backgrounds! The forest will now start lighter and will become dark as you progress deeper into the woods.
- Modified Enemy Health UI to make text easier to read, especially on lower resolutions or smaller screens.
- The Allorbnothing at level 3 now gains an ability that causes any buffs to regular damage to instead apply to crit. (So the basic blade applies (+0/+1) instead, and the Power Glove instead applies (+0/+2)!
- New Orb: Extra-Orbinary - We liked the new effect of the Allorbnothing so much that we had to make its counterpart. The Extra-Orbinary has high regular damage and at level 3 gains "Effects that would apply (+X/+Y) instead apply (+(X+Y)/+0)
- These two orbs have some experimental new art as we consider upgrading all of our orb art to 16x16 (currently many of them are 9x9, but that doesn't give us enough detail to support the number of orbs we're aiming for), definitely let us know how you feel about the new art!
- New Relic - Puppet: Prevent the first time you would take damage each battle.
- Decoy Orb art upgrade - With the puppet we introduced a new system where some orbs would go grayscale when no longer usable, but the decoy orb was already so gray that you couldn't tell! So we updated its art to be a bit more of a decoy :)
- New Relic - Complex Claw: Attacks get (+0/+1), the counterpart of the Basic Blade
- Parchment added to Cruciball level description to help make it easier to read.
- Easy Shield Encounter map tweaked to help avoid multiballs getting stuck while we work on a more robust fix
Bugfixes:
- Safeguard in place for black screen issue when beating the final boss. Some save files were becoming corrupted, so we've made some improvements there, and removed the joke-relics branch (but those relics can be modded in if you'd like to keep playing with them!
- Self-damage from orbs correctly triggers Ring of Indignation again.
- The Cake relic no longer disappears visually when saving & reloading
- Turned man movement returned to 2 slots
- Destroying a shield no longer triggers effects on enemy destroyed (like the Refreshiv)
- Orbsium now correctly triggers crits multiple times after Gift That Keeps Giving has been obtained
- Refreshiv + Refillibuster no longer wastes the damage from the triggered refresh
- Defeating an enemy with non-attack damage should no longer result in there being no enemies on the board with an extra shot required to end the battle.
- Fixed Nosforbatu description issue that was causing it to report 0x damage to all in several languages.
- Allorbnothing multiballs should now correctly light up if a crit peg has already been hit
- Attempted fix for keming issues, since our fonts decided to sabotage us in our last update for some reason.
Update v0.7.20 (May 20th, 2022)
New Content/Improvements
- The Cruciball!
- Main Menu overhaul, including the set up for our upcoming character/class selection!
- New music for the mines, and updates to the Forest and Castle boss tracks
- The Allorbnothing, the Daggorb's older cousin
- Two new Mines Encounters
- Two new scenarios added, and the Peglin Chef is now looking for something...
- Three new relics added, with a focus on Refreshing the board
- SFX pass on a lot of orbs, enemies, and relics (and bomb detonation!)
- Bomb throwing has been sped up, and fixes have been put in place to prevent softlocks when throwing an absurd amount of bombs and to prevent players taking damage after the Battle Rewards popup has displayed.
- Visual improvements made to UI
- Navigation Colours added to Scenario and Treasure room navigation
- Slenderlin art improvements
- Peg Minigame Reward screen wired to just use Accept/Back buttons for keyboard & controller, making it less likely to accidentally skip the reward.
Bugfixes
- Controller improvements, it should be much less likely to get stuck when playing solely with controller.
- Fixed poltorbgeist getting stuck when interacting with Black Holes
- Fixed issue where upgraded Nosforbatus could have their self-damage increased by other orbs being fired.
- When obtaining the Unicorn Horn(?) relic in a chest, that chest's navigation will now have the upgraded aimer active
- Mouse cursor is no longer hidden when controller input is detected
- Buckler effect should now remain active long enough to block damage from slow firing enemies, like the Castle Clerics.
- Clerics should no longer shoot if they die while walking
- Red Health Vignette should now update properly when healing
- Fixed issue with saving & loading with Max Health increasing relics
- Orb per-peg damage no longer rolls over to a second line when larger than 99
- Peglin no longer gets visually eaten when walking over the defeated Slime Boss for navigation (when returning from the Mines)
- Slimed Pegs no longer reset their hit count when toggling on and off, preventing this unfortunate loop
- Auto-select now prioritizes other lightning rods, if one has been defeated in battles where there are multiple.
- Mines map now has a proper parchment background, now that the map is not just a black void
- Bouldorb should no longer get rocketed to who-knows-where when refreshing on a dense map
- Fixed issue with Daggorb's attack collision when aiming at flying enemies with the Grabby Hand relic
Balance Changes
Orbs:
- Bramball Lvl 3 gains Overflow, and increased bramble passthrough damage
- Lightning Orb has damage lowered but increased chain lightning, including at level 1
Relics:
- Magnet time has been increased to 4 seconds of full strength and 8 seconds of diminishing strength. Strength diminishes less severely than before.
- Sealed Conviction now reduces num discards by 1 instead of eliminating them entirely
- Cursed Mask now only provides its damage boost while Peglin is inflicted with a negative status effect
- SuffeRing peg upgrade has been increased to +2
- Cheese damage is now scaled to # of reloads, to make cheese strategies a little less tedious
- Well-Done Steak no longer heals at start of battle, but has had its healing increased by 50%
- Heart Pendant has had its effect reduced to 1%/orb, and has been converted to a common relic
- Refreshing Punch and Powder Collector converted to Rare Relics
- Dumb Bell now buffs on every reload, but doesn't trigger on the initial shuffle
- Poker chip is less likely to have the x0 multiplier appear in the center slot
Encounters:
- Additional Plant spawn removed from "wifi" battle
- Plant Trio Miniboss brick "bowls" last longer before disappearing
- Castle Assassins damage increased
- Knight's Shields' Health reduced
- Demon Wall edge pegs (ones that are half hidden) can no longer become special pegs
- Ballista now fires on turn one and applies increased Confusion
- Lightning Rods no longer reflect projectile damage
- Mirror Enemy reflection % is now a visible status effect, and it increases every turn.
- Slenderlin has had another minion added, and has increased health.
- Turned Knight has had its health reduced, and its damage increased slightly
- Animated Ruins Boss now buffs all remaining blocks when one is defeated
Update v0.7.17 (May 3rd, 2022)
Content & Tweaks:
- New Regular Castle Encounter
- New Mines Miniboss (Slenderlin)
- New Rare Relic: Dumb Bell
- Screenshake and Low-Health Vignette Intensity Options
- Peglin gets Blind 99
- added in Invisible Miniboss Fight, to help explain the mechanic
- 4 Bombs added to Invisible Miniboss fight
- Castle Assassins now have a proper death animation
- Oreb event removed for now
Bug Fixes:
- Firing too many bombs at once could cause a softlock
- Brick Pegs that were converted to bombs at the beginning of the battle (with Bomb Baton or Bombulet) no longer have invisible collision during navigation
- Mirror Corridor Scenario Navigation should no longer spawn the navigation orb inside pegs
- Fixed Exception when applying status effects to invisible enemies
- Opening Inventory with "I" no longer auto-selects the first orb
- Upcoming Enemies UI no longer blocks firing
- Mirrorb copies of Nosforbatu no longer increase the self-damage of the copied Nosforbatu
- Stuck Orb Timer was not resetting when orb started moving again, which was problematic in moving stages