Hi everyone! Itâs been way too long since weâve had some patch notes to write up but I hope youâll agree after trying the new update that itâs been worth the wait! In some ways Peglin feels like an entirely new game! We still have a lot of new content to add to engage with the new mechanics and to create some synergies to help battle through the new Cruciball levels (currently the Cruciball levels are
extremely difficult) but thatâs something that we can add in more frequent updates now that the main systems are in place and have had a first balance pass on them.
As always weâre more than happy to hear your feedback, it has been
instrumental in getting Peglin to this point, please keep it coming both on the new changes and on older content!
Patch Notes
[h2]Big Systemic Changes[/h2]
- Coins can now be obtained in battles, and Peglinâs 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 Haglinâs 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 Peglinâs Peglintuition starting relic will help reduce the inherent randomness of having access to all orbs & relics!
[h2]UI Improvements[/h2]
Weâve tweaked and improved the UI in a lot of different places! (If you check the credits you might notice a new addition under âAdditional Art & Designâ, and the UI work that sheâs been doing has been amazing so far!)
- New tooltip art for orbs and relics
- Custom Start menu has had a big overhaul for feedback and readabilityÂ
- 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 weâll be making further improvements here)
- Nicer Cruciball indicator pip
[h2]Content Changes[/h2]
- [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 ârevivesâ (+1/+2/+3)
- Sliming Crit(!) pegs now retains them as Crit until theyâre 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
[h2]Bugfixes[/h2]
- 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 âClick to Aimâ buttonâs 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 weâve never been able to reproduce this one so weâre shooting in the dark a little bit)