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Deathbulge: Battle of the Bands News

v1.0.6 Patch Notes: Saeva Yourself Some Trouble

SAVING

Each save slot is now divided into two save files: your latest autosave and your latest manual (Saeva) save. Upon loading the save screen, you will be presented with the LATEST save first, but will have the ability to cycle between them using UP and DOWN while the save slot is highlighted.

For existing saves made prior to this patch, they will appear as a single autosave in the menu until new saves are performed in game.

DOOR KICKING:

There is now a special little extra event that occurs in Bopstead once a certain someone finds out you’ve kicked every door in. If you’ve already completed this portion of the game, fret not, you don’t need to talk to him again to trigger this and can scope this out immediately without starting a fresh file.

MODS:

Updated the TYPE of a few mods to better align with their effects. This is purely a cosmetic change.

COMBAT:

  • Added Exit to Title functionality: by holding the MENU button (C on keyboard, Y on Xbox/Steam Controller) you’ll now be able to exit the current battle and return to the title screen. This can come in handy if you want to try out a different gear setup without dying/force restarting the game.
  • Reduced the duration of field invincibility after winning a battle.


The duration of the post-battle victory invincibility was too long to the point of being potentially annoying.

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Added additional exits to improve pacing.

UI:

  • Improved the appearance and clarity of sold-out items when selected in shops.
  • Improved the clarity of the Info button in combat.


MISCELLANEOUS:

  • Optimized memory usage for certain character/class combos.
  • Added the ability to skip a certain endgame cutscene in some cases.
  • Added an extra tidbit of situational dialogue for the Whale.


BUG FIXES:

  • Fixed a bug that prevented Harpleen from summoning her Mooncloud minion.
  • Fixed a bug that prevented Shredded Shred from Shredding three times when Ian’s Mad Fortify was up.
  • Fixed a visual bug that occurred when displaying measure modifiers in the beat booster menu.
  • Fixed layering issues with certain bus stops.
  • Fixed a bug which caused characters to drop to 0 HP when equipping certain patches.
  • Fixed a bug that caused certain abilities to deal 1 damage when they weren’t supposed to.
  • Fixed a bug that caused Orbomina to play the incorrect encounter sound effect.
  • Fixed a bug that caused the Hoho music to play the indoor variant outdoors after skipping certain cutscenes.
  • Fixed a bug that caused Who Cares? to sometimes make the incorrect door kick sound.
  • Fixed a bug that prevented the game from autosaving when skipping certain cutscenes.
  • Fixed various sound mixing issues.
  • Fixed various collision issues.
  • Fixed various grammatical errors and typos.

Deathbulge: Battle of the Bands musical comedy RPG is out now

Love a bit of music, comedy and absurdity? Deathbulge: Battle of the Bands has plenty and it's officially out now with full Linux support and it's Steam Deck Verified too.

Read the full article here: https://www.gamingonlinux.com/2023/08/deathbulge-battle-of-the-bands-musical-comedy-rpg-is-out-now

v1.0.5 Patch Notes: Exorcise that Ego!

CONTROLLER SUPPORT

  • Improved controller support for the Steam Deck.
  • Improved support for MORE controllers.


MODS

Goth

  • The SPIDER summon from Briff’s Weaver of Darkness will now use Widney’s Rebuke less often.
  • Faye’s Dead Inside signature mod hype cost reduced to 40 / 40. (Previous: 60 / 60)
  • Faye’s Graveyard Shuffle hype cost reduced to 70 / 35. (Previous: 120 / 60)
  • Faye’s ugh hype cost reduced to 90 / 45. (Previous: 120 / 60)
  • Briff’s Surging Sorrow hype cost reduced to 70 / 35. (Previous: 90 / 45)
  • Briff’s The Great Unjoying hype cost reduced to 90 / 45. (Previous: 140 / 70)


Many of the goth mods simply cost too much hype considering their effects and drawbacks. Since goths themselves are already low on hype, this meant that the mods didn’t have a ton of utility even when used as the goth class. Therefore, we’re establishing goth mods as a low cost, high output option for builds that don’t focus as much on player-side measure effects.

Busker

  • Faye’s Heartwarmer now revives fallen bandmates at 100% LIFE but only works half of the time. (Previous: HEAVY life heal, works 75% of the time)


HASTE

  • Haste now increases speed by 80%. (Previous: 100%)
  • Empowered Haste now increases speed by 125%. (Previous: 150%)
  • Empowered Haste can now increase the player character’s speed stat beyond the cap, up to 125. (Previous: 99)
  • The NOW NOW NOWs patch can now increase the player character’s speed stat beyond the cap, up to 125 while crossing Haste measures. (Previous: 99)


We felt that Haste was a bit too strong (and dangerous when used by enemies) and lacked utility towards the later sections of the game. These changes aim to bring the speed boost provided by Haste down a bit and give The NOW NOW NOWs and Empowered Haste a more noticeable effect, enabling EVEN FASTER builds with the right setup.

PERFORMANCES

The calculation used for the damage/healing component of Performance actions has been reworked. Performances will now output a static amount of base NOISE/MELODY damage/healing determined by your band level, which can be further enhanced by the user’s NOISE or MELODY stats.

EGO EXORCISM

We’ve heard a lot of feedback on the amount of time/effort it takes to complete the Ego Exorcism side gig and frankly, we agree. Therefore, we are making a number of adjustments to this side gig to make it more palatable.

  • The number of encounters present in the Upper Decks, and by extension required to defeat for this side gig, has been dramatically reduced.
  • The number of enemies that can appear in most encounters throughout the Upper Decks has been reduced.


With these changes, the player is expected to defeat 20 total encounters to complete the gig instead of the previous 33. We definitely agree this was FAR too many. In conjunction with the reduction in LIFE from the previous patch and the reduction of enemies per encounter, we’re hopeful that this puts the side gig in a better spot.

ENEMIES

  • Puppettoot - Significantly increased bops dropped.
  • Fiendship - Significantly increased bops dropped.


BUG FIXES

  • Altered dialogue that implied you couldn’t come back later and finish the Ego Exorcism side quest.
  • Fixed a bug that caused the wrong area name to appear on a save file cassette in some cases.
  • Fixed weird camera shift that happened when choosing a particular series of options during the CHAMP segment
  • Fixed a bug that was causing a certain thread of Bocks’ dialogue to not trigger. (Funnily enough this bug was actually caused by the Bocks dialogue fix from patch update 1.0.3 that addressed a different bit of dialogue not triggering. Oh dear.)
  • Fixed a bug that would cause some enemies to give double EXP & bops rewards in the same fight under certain circumstances.
  • Fixed a couple of typos.

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.

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