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v0.7.27 General Content Update

Hi everyone!

This update took us a little longer than we would've liked but we've been burning the midnight oil and we're happy to finally have it in everyone's hands! It was meant to be a small & simple content update, but we liked some of the new mechanics quite a bit and let ourselves get carried away starting to lay the framework for new synergies and builds. So without further ado, here's what you'll find added and changed in v0.7.27:

[h2]New Features[/h2]
Speedup Mode!
This has been requested a lot and we've heard you loud and clear! In the options menu you can choose between a 1.5x, 2x, or 3x toggle or hold, and in-game you can speed up map movement, peboard action, and enemy turns!

[h2]New Content[/h2]

[h3]New Encounters[/h3]
There's a new-old enemy that's been hinted at in our art for quite a while, and 3 new Forest encounters featuring it!

[h3]New Orbs[/h3]
The meat and potatoes of this new update, there are 7 new orbs to use against your foes:
  • Sworb: A simple but effective damage dealer.
  • Sphear: A simple attack with increasing pierce each level.
  • Critiball: A low-damage (usually..) orb that can fill the board with crit pegs to enhance your next few shots.
  • Morbidorb: (Yep we caved, it's finally morbin' time..) An orb that Activates previously popped pegs that it passes through.
  • Necorbmancer: Only collides with popped pegs, and refreshes them back into unpopped pegs. Tricky to use but it can be a good way to set up your next shot, and it has pretty high damage to boot!
  • Concentrication: Pierces through all regular pegs and only bounces off of Refresh, Crits, and Bombs. Perfect for hitting a hard-to-hit refresh, or for showing off your style shots.
  • Ohmygorb: The Omegorb's angry cousin. Attacks all enemies with high damage, but destroys any peg it hits...


[h3]New Relics[/h3]
  • (Common) Spiral Slayer: Start each combat with 1 Muscircle (+1/+0 for all attacks)
  • (Common) Shrewd Scales: Gain 1 Ballance on each reload (+1/+1 for all attacks)
  • (Common) Pocket Sand: When you take melee damage, apply Blind 10 to the attacker.
  • (Rare) Smoke Mod: Bombs apply Blind 1 to enemies when dealing damage.
  • (Rare) Intentional Oboe: Whenever you would lose HP, reduce that amount by 1
  • (Rare) Betsy's Hedge: Attacks get +1/+0 for each Crit peg on the board.
  • (Rare) Short Stack: -1/+1 for each Crit peg on the board.
  • (Boss) Consuming Chalice: All attacks get +0/+4 but -1 Refresh peg on the board.
  • (Boss) Unpretentious Pendant: All attacks get +2/+0 but -1 Crit peg on the board.
  • (Boss) Haglin's Satchel: Add 2 random orbs to your deck and then randomly upgrade orbs 4 times.


[h2]Content Changes[/h2]
  • Pegboard improvements for Mines Moving Diamonds and Minotaur miniboss. Minotaur health and movement updated to compensate.
  • Damage slightly lowered in Duplication & Removal mirror scenarios
  • New keywords (Hit, Activate, and Pop) to make certain content more understandable.
  • Overflow and Echo have been given their own keywords.
  • As part of the above, Orbsium now applies Glorious SuffeRing boosts multiple times (but not all relic effects have been moved to the new Activate logic yet)
  • Orboros now deals 4 self-damage on discard.
  • Blind Status Overhaul: Blind now provides (10+X)% miss chance, and the effect no longer diminishes over time. Blind granting items have had their Blind Intensity increased to help compensate.
  • Bats & Shadow Bats are now immune to blind.
  • Infernal Ingot now has a scenario interaction.
  • Sped up the Mines initial map camera pan.
  • Updated art for several orbs and relics.


[h2]Bug Fixes[/h2]
  • Save System improvements: you should now have a much more recent save when your game closes due to a crash.
  • Dumb Bell relic changed to grant 2 Muscircle on reload.
  • Fixed issue where players would be unable to fire their orb when entering a battle
  • Refillibuster now correctly counts hit long pegs when dealing its refresh damage.
  • Allorbnothing Lvl3 bonus has been fixed (again, the stubborn jerk)
  • The info popup appearing for upcoming orbs has been made more reliable.
  • Reduced the odds of triggering a pegboard slot and being thrown out of it (affecting things such as Weighted Chip and navigation)
  • Haglin and Scary Haglin navigation treasure bonus unlock SFX now properly respects your set SFX volume (wow that one was a mouthful. How about: "bonus chest celebration chime no longer loud as heck")
  • Turned Knight Miniboss death animation no longer loops
  • Map View 'X' button now reliably responds to mouse in Castle and Mines
  • "It was not your time" achievement now correctly triggers only when caused by attack damage (not with chip damage, like the Mental Mantle)

v0.7.24 - Tiny Hotfix

Nothing too exciting in this update, just fixes to two small issues that we didn't want to leave broken until our next content update:
  • Allorbnothing Lvl 3 ability fixed for all cases
  • Suffer the Sling damage bonus returned to +1/+2 (as stated) instead of +2/+1 (bugged state)

v0.7.23 - Small Content Update + Bugfixes!

[h3]New Content & Changes:[/h3]
  • New forest backgrounds! The forest will now start lighter and will become dark as you progress deeper into the woods.
  • Modified Enemy Health UI to make text easier to read, especially on lower resolutions or smaller screens.
  • The Allorbnothing at level 3 now gains an ability that causes any buffs to regular damage to instead apply to crit. (So the basic blade applies (+0/+1) instead, and the Power Glove instead applies (+0/+2)!
  • New Orb: Extra-Orbinary - We liked the new effect of the Allorbnothing so much that we had to make its counterpart. The Extra-Orbinary has high regular damage and at level 3 gains "Effects that would apply (+X/+Y) instead apply (+(X+Y)/+0)
  • These two orbs have some experimental new art as we consider upgrading all of our orb art to 16x16 (currently many of them are 9x9, but that doesn't give us enough detail to support the number of orbs we're aiming for), definitely let us know how you feel about the new art!
  • New Relic - Puppet: Prevent the first time you would take damage each battle.
  • Decoy Orb art upgrade - With the puppet we introduced a new system where some orbs would go grayscale when no longer usable, but the decoy orb was already so gray that you couldn't tell! So we updated its art to be a bit more of a decoy :)
  • New Relic - Complex Claw: Attacks get (+0/+1), the counterpart of the Basic Blade
  • Parchment added to Cruciball level description to help make it easier to read.
  • Easy Shield Encounter map tweaked to help avoid multiballs getting stuck while we work on a more robust fix



[h3]Bugfixes:[/h3]
  • Safeguard in place for black screen issue when beating the final boss. Some save files were becoming corrupted, often due to changing Steam branches (but not always), so we've made some improvements there, and removed the joke-relics branch (but those relics can be modded in if you'd like to keep playing with them!
  • Self-damage from orbs correctly triggers Ring of Indignation again.
  • The Cake relic no longer disappears visually when saving & reloading
  • Turned man movement returned to 2 slots
  • Destroying a shield no longer triggers effects on enemy destroyed (like the Refreshiv)
  • Orbsium now correctly triggers crits multiple times after Gift That Keeps Giving has been obtained
  • Refreshiv + Refillibuster no longer wastes the damage from the triggered refresh
  • Defeating an enemy with non-attack damage should no longer result in there being no enemies on the board with an extra shot required to end the battle.
  • Fixed Nosforbatu description issue that was causing it to report 0x damage to all in several languages.
  • Allorbnothing multiballs should now correctly light up if a crit peg has already been hit
  • Attempted fix for keming issues, since our fonts decided to sabotage us in our last update for some reason.


Updated Roadmap to 1.0!

Hello everyone!

Apologies for the lack of updates on what we've been working on behind the scenes, the team has been heads down working on the Cruciball update and a smaller follow-up bugfix and content update. Please don't hesitate to keep submitting bugs and feedback (we have best practices pinned in a discussion thread) and we'll keep fixing things up as best we can!

Now that the Cruciball update is out, we thought it would be great to clear up some confusion and give you a better idea of what to expect on the way to the v1.0 release. So exciting, right!?

The following are some of the things we have in the pipeline:


[h3]Second Mine boss[/h3] - There will be a second Mine boss added named the Super Sapper!



[h3]Slime Synergy Update[/h3] - For people that love the splatorb, we'll have a bunch of new orbs and relics made to synergize to make the slimy loadout you've always dreamed of!


[h3]Store & Currency System[/h3] - Gold will be earned through peg board clear percentage, and you’ll be able to spend it on new Orbs or Relics, or to remove orbs from your satchel! The store will help reduce some of the randomness that is only going to increase as we add more and more content. And you’ll get to meet Haglin, the cutest shop-owner!



[h3]Third Castle miniboss[/h3] - Keep your eyes on the appearance of a Third Castle miniboss, Shield Mage~.



[h3]Bestiary[/h3] - The Bestiary is a guide which you’ll fill out by encountering and defeating enemies. It’ll allow you to see stats and descriptions of the enemies you have fought and will have unlocks paired with particular challenges on enemies.



[h3]Classes[/h3] - Yes! We can choose a class for our little Peglin friend. There will be three available: Balladin, Roundrel, and Spinventor. The three will give different bonuses and statuses that could be of help during your runs.



[h3]Run History and Stats[/h3] - In the main menu, we will be adding an option where you can view the stats of your previous runs. For example, you will see what nodes you found along the way, the time it took for you to complete (or lose) a run, what orbs and relics you had, and more!


[h3]General Content [/h3] - We’ll continue to add new enemies, encounters, scenarios, and minigames regularly on our road to 1.0. Each area will have a total of 3 bosses, 5 minibosses, and roughly twice as many battles as are currently in the game!



[h3]Challenge Boss[/h3] - After the third area, we will be adding a mini Eldritch horror hole! It'll be shorter than other areas with only 3-5 nodes, but this will be the home of an extremely challenging optional boss.


Those are are some the biggest things to look forward to on our road to 1.0. The team has been working tirelessly behind the scenes to make Peglin better and better, and your feedback and suggestions have been incredibly helpful to us. Thank you for your continued support, we are truly grateful for it!

Until next time,
Cassie & the RNG Team






v0.7.20 Patch Notes

The Cruciball is here! Put your Peglin skills to the test or find your ideal difficulty in this unlockable difficulty ladder. The Cruciball will appear on the new character select screen after you've completed a base run in v0.7.20, and the first 7 levels are available (with 8-12 coming as part of the upcoming Haglin update).

[h3]New Content/Improvements[/h3]
  • The Cruciball!
  • Main Menu overhaul, including the set up for our upcoming character/class selection!
  • New music for the mines, and updates to the Forest and Castle boss tracks
  • The Allorbnothing, the Daggorb's older cousin
  • Two new Mines Encounters
  • Two new scenarios added, and the Peglin Chef is now looking for something...
  • Three new relics added, with a focus on Refreshing the board
  • SFX pass on a lot of orbs, enemies, and relics (and bomb detonation!)
  • Bomb throwing has been sped up, and fixes have been put in place to prevent softlocks when throwing an absurd amount of bombs and to prevent players taking damage after the Battle Rewards popup has displayed.
  • Visual improvements made to UI to increase legibility on Steam Deck and TVs
  • Navigation Colours added to Scenario and Treasure room navigation
  • Slenderlin art improvements
  • Peg Minigame Reward screen wired to just use Accept/Back buttons for keyboard & controller, making it less likely to accidentally skip the reward.


[h3]Bugfixes[/h3]
  • Controller improvements, it should be much less likely to get stuck when playing solely with controller. If you're still experiencing issues after please try disabling Steam Input and trying again!
  • Fixed poltorbgeist getting stuck when interacting with Black Holes
  • Fixed issue where upgraded Nosforbatus could have their self-damage increased by other orbs being fired.
  • When obtaining the Unicorn Horn(?) relic in a chest, that chest's navigation will now have the upgraded aimer active
  • Mouse cursor is no longer hidden when controller input is detected
  • Buckler effect should now remain active long enough to block damage from slow firing enemies, like the Castle Clerics.
  • Clerics should no longer shoot if they die while walking
  • Red Health Vignette should now update properly when healing
  • Fixed issue with saving & loading with Max Health increasing relics
  • Orb per-peg damage no longer rolls over to a second line when larger than 99
  • Peglin no longer gets visually eaten when walking over the defeated Slime Boss for navigation (when returning from the Mines)
  • Slimed Pegs no longer reset their hit count when toggling on and off, preventing this unfortunate loop
  • Auto-select now prioritizes other lightning rods, if one has been defeated in battles where there are multiple.
  • Mines map now has a proper parchment background, now that the map is not just a black void
  • Bouldorb should no longer get rocketed to who-knows-where when refreshing on a dense map
  • Fixed issue with Daggorb's attack collision when aiming at flying enemies with the Grabby Hand relic


[h3]Balance Changes[/h3]
    Orbs:
  • Bramball Lvl 3 gains Overflow, and increased bramble passthrough damage
  • Lightning Orb has damage lowered but increased chain lightning, including at level 1

    Relics:
  • Magnet time has been increased to 4 seconds of full strength and 8 seconds of diminishing strength. Strength diminishes less severely than before.
  • Sealed Conviction now reduces num discards by 1 instead of eliminating them entirely
  • Cursed Mask now only provides its damage boost while Peglin is inflicted with a negative status effect
  • SuffeRing peg upgrade has been increased to +2
  • Cheese damage is now scaled to # of reloads, to make cheese strategies a little less tedious
  • Well-Done Steak no longer heals at start of battle, but has had its healing increased by 50%
  • Heart Pendant has had its effect reduced to 1%/orb, and has been converted to a common relic
  • Refreshing Punch and Powder Collector converted to Rare Relics
  • Dumb Bell now buffs on every reload, but doesn't trigger on the initial shuffle
  • Poker chip is less likely to have the x0 multiplier appear in the center slot

    Encounters:
  • Additional Plant spawn removed from "wifi" battle
  • Plant Trio Miniboss brick "bowls" last longer before disappearing
  • Castle Assassins damage increased
  • Knight's Shields' Health reduced
  • Demon Wall edge pegs (ones that are half hidden) can no longer become special pegs
  • Ballista now fires on turn one and applies increased Confusion
  • Lightning Rods no longer reflect projectile damage
  • Mirror Enemy reflection % is now a visible status effect, and it increases every turn.
  • Slenderlin has had another minion added, and has increased health.
  • Turned Knight has had its health reduced, and its damage increased slightly
  • Animated Ruins Boss now buffs all remaining blocks when one is defeated