Full notes
Full Super Cabbage Kabumi update
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What changed
- Gameplay
- Events
- Store
- Balance
- UI and audio
- Maps
Super Cabbage Kabumi changes
WELCOME TO SUPER CABBAGE KABUMI 1.1.0!
This is the biggest update to the game yet, by far, so let's dive right in!
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It's flower harvesting time! Head west and begin a new journey in Vivid Valley! Flowers grow upwards every time you bonk them, with their multiplier increasing every time they hit the top line. Get ready for a tun of fun and some seriously insane boss fights! I went all-out to make this run as epic as possible, and I hope you enjoy playing it as much as I did making it :)
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Golf is so back! The golfing minigame has been completely revamped from the ground up to reward skill and provide much more interesting gameplay!
-Every single area of every single run now has a set of golf courses accessible from the random event. The courses are much bigger, often with multiple routes to take to get to the hole
-Click and pull to aim your golf ball and set the velocity of launch
-You can now collect coins and hearts throughout golf courses. It's generally always a good idea to golf now if you have the money!
-Physics books now show extra bounce trajectories during golf. You'll find this incredibly helpful for landing tricky shots in these more elaborate courses!
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Business is booming at the shops, and you're sure to fall in love with the new selection of items!
-Try out over 10 new shop items with wild new effects, like Dark Goo, which can be upgraded an infinite number of times, and Lock Drop, which gains power the more slots are still locked!
-Jacques' menu just got a big upgrade, with 6 new food items, including Key Lime Pie, which has a chance of rewarding you with a key, and Sour Grapes, which grants a more powerful item the longer you keep it before selling it! Better save some keys, too, because there's a new "Exotique" menu with some especially powerful foods waiting for you!
-3 new weapons to master, including the Mystic Hourglass which sends balls back through time, and the Putter which brings the new golf gameplay to the Cabbage Patch!
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Oni Difficulty
-I've heard the complaints about the game being too difficult, and I've decided to make it obscenely harder! Introducing Oni Difficulty, where not only are the round goals ridiculously high, but every boss and mini-boss has been buffed in absurd ways! MegaMalarax has HOW many segments?! The Laser Totem moves?!
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Your cabbages are quality and your life should be, too! Enjoy these QOL changes!
-Never lose sight of your ball again with Enhanced Ball Visibility! When this toggle is on, balls are highlighted by large, contrasted white rings drawn over all other objects and VFX. Find the toggle at the upper left side of the screen, next to your ball count. Note: This toggle turns off at the start of every run. I've found that I like to turn it on near the first boss fight or so.
-Weapons with "hold to keep going" effects like the Scythe and Leaf Blower now have an AutoHold option. With AutoHold enabled, click once to activate the weapon, and click again to end the effect. This can be defaulted to On for all weapons in the settings menu.
-Pet Stop signs are posted outside of every run. Just walk up to one of these to switch pets. No more long walks back to the Pet Store!
-Added a Larger Tooltip toggle in Settings as an accessibility option for those that have difficulty reading small text
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Balance is a conversation, and I've been taking your feedback to heart! These changes are aimed at making runs feel less RNG-dependent and less like you need to pick up specific items to succeed.
-The third point of each map now includes a "?" event in addition to a cabbage patch. This prevents the annoying situation where you only get 3 coins the first round, have to skip the shop, and then have to go to a THIRD patch in a row without getting any items. Now you'll have the option to go for the mystery event instead.
-Base rerolls have increased from 1 to 2, and the Reroll Book Perk is now a Common item. Rerolls help you find the items to craft YOUR build, so I'm aiming to make them easier to come by.
-Round goals in Hard Mode have been tuned (mostly down). The goal is for Hard to be less punishing early in the game to allow you to craft a build for the difficult later rounds, and to allow for viability of many different builds that don't rely on game-changers like Surreal Clock or Sun Globe. Hard is still significantly harder than Normal, and with the addition of Oni difficulty, those looking for a very tough challenge aren't left in the dust either.
-Many items have been rebalanced, repriced, and even had effects/triggers changed to provide better value
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Taste the rainbow with revamped Holofoil effects! This is part of a continuing effort to make holofoils interesting, not just number changes.
-Holofoil Crochet markers can now be bonked by anything (not just balls) -Holofoil Portal now spawns wall portals in addition to floor/ceiling portals -Holofoil Sprinkler drops now create bubbles on contact -Holofoil Quinoa now multiplies spawn quantity by number of plant items -Holofoil Scythe now scales speed based on consumables eaten this run
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There are tons of little tweaks and quality of life changes everywhere, way too many to list here, but here are a few highlights:
-The vast majority of item effects can now be randomized (i.e. by ghosting), including weapons, consumables, and perks. Randomization is now multiplicative for most effects. This means higher level items will have higher random ceilings. It also means that objects that have been randomized multiple times have the potential for immense power.
-The quantity of items in your graveyard is now displayed at the bottom right corner of the screen. This will help you decide when to take items like Ouija Board
-Dialogue typing SFX no longer overlap each other and last exactly as long as text display lasts
-Coconuts now pass through each other when not in bounce state so you don't need to wait for them to bounce around and fall
-Scythe now enforces velocity during spin to prevent getting caught on things
-Rocket now instantly caps downward velocity on trigger, allowing you to launch balls from near the bottom of the board to the top even when falling quickly
-Golden Ticket now procs on every shot rather than every round.
-Dark Ritual now takes hearts instead of destroying items
-Malcolm and Keiko now make the ball bouncier, so balls will keep their momentum better throughout the shot. Keiko gains a pet-speficic perk in the library to increase the mass of balls, giving her more wrecking-ball like power.
-Malcolm: Coconuts now fall under normal gravity when bonk threshold reached
-Changed "a" in the font to be more legible
-Improved fonts and translations
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And last but not least, a few highlights from this round of bug fixing (and lots more I just haven't bothered to list): -Fixed a bug where temporary item effects didn't clear on run end -Fixed a bug where map points could still be traveled to and the game played after failing a run -Fixed a bug where guaranteed item duplicates at upgraded levels were not always being respected in the shop -Fixed a bug where portals would not disappear when triggered while still active -Fixed a bug where restarting the run during dialogue would leave the game paused, making you unable to go to the first point -Fixed a bug where balls would timeout prematurely during Malcolm+Keiko shots
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Phew! I appreciate you all, and I truly hope you enjoy the new Kabumi content! I'd love to hear what you think, and of course the forum is always open for bug reports, balance issues, and all other suggestions!
As always, Happy Flower Bonking :)
-Jess
Source
Changelog.gg summarizes and formats this update. How we read updates.
