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v1.0.4

We’ve been paying close attention to all the feedback everyone has been giving and really appreciate the amount of detailed thoughts and experiences shared in both the reviews and discussion board thus far. It takes a lot of time and diligence to articulate these things, so we take every comment to heart.

Overall, we’re floored by the amount of positive feedback that’s been flooding in, but we recognize that there are some key areas of the game that could use some work. The focus of this patch is to improve on many of those sore points and better balance certain elements of the game to encourage MORE build options.

If you’ve expressed a pain point and don’t see it addressed below, rest assured we’ve heard you and are always discussing ways we can approach them without compromising the experience elsewhere.

ENEMIES & COMBAT:

  • Enemies on the field will no longer aggro or chase you if they’re considerably weaker than you.
  • Escape now only requires the active character to have 50% of their max hype and now drains 50% of the party’s current hype. (Previous: 100%/75% max hype)


Bass Base Basement:

  • Harmony damage effects play out faster.
  • Flustered Harmony’s damage effect now only deals damage to the active character. (Previous: Party damage)
  • Slow Harmony’s damage effect now deals MELODY damage. (Previous: NOISE)


We hear the feedback regarding the pacing issues of the Harmony damage effects. We are also discussing ways to make Harmony effects occur less often. These changes will come in a future patch.

The Upper Decks:

  • Twinklespark: Life reduced by 15%.
  • Twinklespark’s “Dark and Light” skill now takes significantly less time to perform.
  • Twinklespark’s “Lunar Mending” skill now puts down 1 measure of SOOTHE. (Previous: 25% self heal)


  • Ravestone: Life reduced by 15%.
  • Ravestone’s “The Party Zone - Club Mix” skill now heals all enemies for a MINUSCULE amount of health. (Previous: LIGHT)


  • Flaunthaunter: Life reduced by 15%.


  • Harpleen: Life reduced by 15%.
  • Harpleen’s “Lunar Lover” skill now heals Harpleen for a LIGHT amount of life. (Previous: ALL enemies for a MODERATE amount of life)


Hellblivion:

  • Duncubus: Life reduced by 15%.
  • Duncubus: Chase speed reduced by 12.5%.


  • Orbomina: Life reduced by 15%.


  • Event Security: Life reduced by 10%.


Lower Locks:

  • Ghoulstump: Life reduced by 15%.
  • Ghoulstump: Chase speed reduced by 60%.


  • Shrubbanshee: Life reduced by 15%
  • Shrubbanshee: Chase speed reduced by 53%.


  • Boohiss: Life reduced by 15%
  • Boohiss: Chase speed reduced by 20%.


Many of these changes are aimed at making dungeon delving, whether for STORY, SIDE GIGS or BEAT FARMING, to be less time consuming or frustrating. We will continue to monitor feedback regarding enemies and field play.

MODS:

  • Show-off mods with backfiring effects now display the percent chance to backfire.


Briff Mods:

  • Heart Kickstart now restores a HEAVY amount of LIFE to the revived bandmate. (Previous: LIGHT)


Ian Mods:

  • Twang Frenzy now deals MINUSCULE NOISE damage TWICE to enemies and MINUSCULE damage to Ian. (Previous: LIGHT and LIGHT)
  • Zero Hertz now deals LIGHT party damage. (Previous: MODERATE)
  • Zero Hertz hype cost adjusted to 70 / 35 (Previous: 90 / 45)
  • EVERYBODY BROKEN BONES now deals MODERATE party damage. (Previous: HEAVY)
  • EVERYBODY BROKEN BONES now WEAKENS both the player and enemy’s bar. (Previous: WEAKEN only the player’s bar)
  • EVERYBODY BROKEN BONES hype cost adjusted to 100 / 50 (Previous: 130 / 65)
  • Palm Destroyer hype cost adjusted to 90 / 45 (Previous: 120 / 60)


We recognized that many of Ian’s Headbanger mods didn’t make too much sense to use when Twang Frenzy dealt very good damage for very little cost comparatively. On top of that, Twang Frenzy’s self-damage component was a little high for a starter move, so it made sense to drop it down to MINUSCULE damage. We realize this change would remove a significant portion of the available AOE damage early on, so we’re removing the damage penalty normally present on other multi-hit mods to soften the blow. In total, this change will reduce the move’s damage by roughly 16%.

Palm Destroyer’s hype cost, when compared to other similar, drawback-less mods didn’t make much sense. We still feel that other classes should be more efficient at applying devastating measure effects, but the drawback of this mod should account for a much lower hype cost than it had.

Zero Hertz and EVERYBODY BROKEN BONES suffered from a similar issue: too many drawbacks for too little in return considering the hype cost. We feel these changes should make them much more appealing to use.


BEAT DROPS:

  • Beat drop chances have been increased across the board.
  • DJ Beatseek now increases the band's beat find chance by 3%. (Previous: 2%)
  • Major Droppage now increases beat find chance by 6%. (Previous: 4%)


We hear you regarding the time it takes to collect all these, so we’re KICKING much of that time out of the equation. We’ll continue to monitor the conversation around these going forward. Also note that the beat find patch values are, and have always been, added to the base chance - not multiplied. The description on these patches have been updated to reflect this.

UI:

  • Improved the clarity of the Treasure UI when acquiring MODS by displaying the character’s name it’s associated with.
  • The info button in combat has been centered and made bigger to become more noticeable.


MISC:

  • A couple of puzzle hints and solutions in ????? have been adjusted.
  • “Whale of a Time” post-completion dialogue now hints towards something.


BUG FIXES:

  • Fixed a bug where you could access ????? in ????? earlier than intended.
  • Fixed a visual issue when viewing stat descriptions in the gear menu.
  • Fixed a bug that prevented one of the bottles in Claire’s Hair from being obtainable in some situations.
  • A couple of Claire NPCs were appearing during the late-game when they had no business doing so. Now they are not.
  • Fixed a bug that made Ian’s Cursed Slap deal damage twice.
  • Fixed a bug that caused queued enemy encore skills to interrupt player performances.
  • Fixed a couple of character animations that were not resetting properly during the late-game “C.H.A.M.P.” segment. (Did look funny though. Hate to see ‘em go.)
  • Fixed a bug that caused all three levels of the Bagparp & Dad-dance beats to deal different damage than what’s stated on their descriptions.