Update log
Full DWARRF: A Pinball Roguelike update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Maps
- Fixes
The demo has just received a large update so I thought it time to post on the main page again to let you all know where I'm at with the development of DWARRF. But first, the changelog:
New
- Reformatted the Mines I floor & added Mines II to the demo (for now)
- New pinball & battle boards (I've lost count of what's new & what's old but altered)
- Added 6 events (8 total)
- Added 24 new Relics (including some gravity-defying buddies)
- Renamed 'Scatter Shot' to the more accurate 'Chain Shot'
- Added a new ball: Scatter Shot (not confusing at all)
- Added a new ball: Salty Caltops
- Added a new ball: Battle Axe
- Added a new ball: Throwing Axe
- Added a new ball: Zomball
- Added a new ball: Sackball
- Added a new ball: Arrow
- Added a new ball: Haemorrhage
- Added a new ball: Pickaxe
- Added a new healing drink to Chug's cart
- Significantly reduced post battle healing
- Added in-game settings menu
- Added readability options such as ball outline colour & trail length
- Added boss specific relic drops
- Chests can now drop relics & gold, not just balls
- Chests found in battle now have random drops
- The mine can now collapse, watch out!
- Added overkill tutorial popup
- Completed events are now tracked to remove duplicates
- Completed mining phase boards are tracked to reduce duplicates
- Completed battle phase boards are tracked to reduce duplicates
- Added new traversal tracks
- Added 'last time saved' information to the pause menu
Changes
- Changed battle ball physics, to allow more tactical bouncing from geometry
- Changed peg outline colour
- Changed the 'mine track' mining board based on feedback
- Altered the navigation choosing board (much less frustrating now)
- Balls can no longer get stuck when refreshing (or just generally on ores)
- Removed spawn points that appear outside of the map
- Made the spin menus easier to understand
- Ball traits from different sources now stack (instead of being ignored)
- Increased the size of some enemies
- When recording/streaming the game, it automatically removes any tracks that might flag contentID
- Doubled frenzy the necromancer skull gives
- General rebalance of enemies damage / health
Fixes
- Fixed Chain Shot physics (formally 'Scatter Shot')
- Fixed weird sub ball behaviour when in cannon / portal
- Multiballs now correctly copy all the traits of the parent ball
- You can no longer shoot the mining phase ball whilst reloading
- You can no longer purchase healing drinks when full HP
- Fixed sub balls getting caught out of the map
- Goblins now drop the correct amount of gold
- Fixed enemies getting stuck in 'Troll ruins' map
- Balls no longer appear behind used pegs
- Spawned balls (such as loose rocks) no longer spawn inside walls
- Fixed various memory leaks
There's still a few more mining/battle boards I need to make for 'Mines II' in this version of the demo, but I was playing the live version yesterday and realised how different the two versions were. So here's a mostly stable up-to-date version, with some updates coming out over the next week or so.
This new version takes you through 1-and-a-bit floors of the game and already has a large amount of relics/balls/enemies/events. There will be another large update for Next Fest later in the year, where you'll be able to complete the full first 2 floors for a limited
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