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Robot Roller-Derby Disco Dodgeball News

Update 9.1: Diamond level, Tank Battle & Lightning Round modes

Big update ready for everyone!



New Level: Diamond

Introducing a brand new level called "Diamond". It's a very large level with a giant glowing suspended diamond in the center, surrounded by elevated walkways, an inner pit with mini jumps, and an outer ledge. Tons of opportunities for trick shots and long distance hits.

New Mode: Tank Battle

This new mode is unique in that each player starts with a health bar that must be whittled down by scoring trick shots on them. Once the health bar is depleted, that player is eliminated! Also all players have fireballs and stronger shots. The lack of catching means you must use level geometry to your tactical advantage and avoid being caught out in the open.

New Mode: Lightning Round

This is a hyperactive Deathmatch mode where you must go all out in order to win! You get points for KOs, but rounds only last 30 seconds (first to 5 round victories will win the match). So every kill makes a huge difference, and there's no time to waste.

Reporting & muting Tools

The Dodgeball community is generally very friendly. But every now and then you might run into a player not living up to this standard. So there's some helpful tools now:
  • Muting a player now persists across games and play sessions. They get added to your permanent 'individual mute' list (until if/when you choose to unmute them)
  • Mods can now mute a player for all players in a room. This isn't a permanent mute, but serves as a 'time out' for players that need one.
  • Players repeatedly abusing the chat function can be globally muted in all games, all rooms.
  • The Players panel now has a 'Report' option that prints out the chat log into a format that can be mailed to the developer. This provides useful context and can be used to make a permanent mute as described above.


Bot Improvements
  • Lowered AI bot acceleration to give them more human-like movement and responsiveness
  • Decreased cooldown period after bots throw a ball before they find a new target
  • Lowered bot rotation speed, so they don't rapidly swivel and hit you with a superhuman shot
  • Adjusted bot aim slightly higher if target is elevated, as they were previously bad at hitting targets above them
  • Bots will stop crowding the capture point, looking for a pass, if the friendly cube carrier gets within reasonable distance of capture


Game Mode Rebalances
  • Collecting the Power Cube will result in a 3 second window where you can not throw it. This is done to prevent extremely spammy passing strategies.
  • Collecting the Super Ball will activate a very short temporary shield


Features
  • Added "Motion Blur" option in video settings
  • Custom game modes now save in Steam cloud
  • Added "Default" score limit option, to ensure the ideal score limit is always picked (based on num players & teams) when manually choosing game mode types.
  • New custom rule: Ball Collect Shield, that applies a shield to a player after they pick up a ball. The shield does not reactivate if they quickly pick up the same ball.
  • New custom rule: Cube Throw Delay: prevents player from throwing for a specified time range after collecting the Power Cube
  • New custom rule: Player Health. Grants players a health value that is decreased based on the score value of hits against them. Players are only
  • KO'd once their health is depleted.
  • Added "Sudden Death" announcer clip for time limit modes when the score is tied at the end of the time limit


Improvements / Adjustments
  • Increased color saturation of held dodgeballs
  • Decreased fog brightness for Glow In The Dark modifier (wasn't dark enough!)
  • Moved ‘Show Clan Decals’ to misc preferences, from video preferences
  • Lowered default mouse sensitivity
    Leaderboard is always shown when in Challenge mode (used to hide while playing)
  • If the score value for a hoop or capture is worth more than 1 point (based on game rules), then the point value is displayed on the score alert
  • Added more clear popup text message when joining room fails, instead of just updating small label on Find Match panel
  • Match Settings now hides main Game state HUD


Fixes
  • Fixed announcer not working in main lobby menu
  • Satellite ball now correctly uses the Rare exchange (3x AP) not the Uncommon exchange (2x AP)
  • Fixed errors / hangs that might occur if switching into 1st person spectator mode onto a KO’d bot
  • Fixed bots getting stuck in place due to improperly prioritizing top-ranked vs. closest players in non-objective modes
    Added protection against round survival bonuses being awarded more than once
  • Fixed XP gain bar not animating additional XP gain after gaining a level
  • Fixed time display in time trials mode
  • Fixed jump height upgrade not working
  • Mod ability to chagne a player’s team now works as expected
  • Fixed bug where multi-round FFA matches with scoring would not select the correct round score leader (was using roundVictories instead)
  • Fixed changes to custom mode title / description getting discarded if you added a rule before you saved
  • Fixed label hovering over your head if doing 1st person spectating
  • Fixed 'Speedy Bots' Arcade waves not using correct speed value

Update 9.0 released - featuring new level "Catacombs"



Features
- Added Catacombs to the official map list (had been temporarily available as a preview earlier)
- Customize panel now shows all possible items, so you can preview what they look like when equipped. Has a handy 'buy' button if you want to purchase it outright - hint hint ːdd_botː
- Added separate rebindable 'Catch' button
- Voting options are rebindable as well
- Add workshop support for custom localizations - instructions to be added to Workshop guide soon!

Adjustments
- Added menu button animations (which can be disabled via Options / Misc / Menu Button Animations)
- Mission for Advanced Kills (Ninja, Long Distance, Backfire, Helicopter, Mid Air Catches, -
Flying Squirrel, Dunk, Air Strike, Top Gun, and Duck Hunt) only require 5 KOs instead of 15. The reward decreased from 5 to 4. (Except Mid Air Catches, reward for that went to 3 since they're more reliable to pull off)
- Combo Kills now only requires 5 kills instead of 10. Reward increased from 2 to 3.
- Added built-in credits panel
- Players not alive are greyed out in scoreboard
- Added 'Ball' tag option to Workshop Files configuration page
- Host changes if current host ping is 150 (raised threshold from 100)
- Added subtle pulse to ambient lighting, raised brightness overall (especially when visualizer and/or reflection probes are off)


Fixes
- Fixed Zombie KO not being counted
- Fixed bug where activating scoreboard would cause a held jump input to be released
- Fixed failure to initialize a singleplayer match if you had backed out of the Local Multilpayer menu without going back to the full menu root
- Fixed appearance of 'negative xp' if you match ended without any kills
- Fixed AI bots stalling out at times when equipped with Bulldozer powerup
- Fixed missing reflections on Crescent map
- Fixed navigation in Arena, causing bots to go back-and-forth before jumping off spawn platforms

Enjoy, and thanks everyone for reporting bugs & sending in feedback - was critical in putting this update together!

Update 9.0 released - featuring new level "Catacombs"



Features
- Added Catacombs to the official map list (had been temporarily available as a preview earlier)
- Customize panel now shows all possible items, so you can preview what they look like when equipped. Has a handy 'buy' button if you want to purchase it outright - hint hint :dd_bot:
- Added separate rebindable 'Catch' button
- Voting options are rebindable as well
- Add workshop support for custom localizations - instructions to be added to Workshop guide soon!

Adjustments
- Added menu button animations (which can be disabled via Options / Misc / Menu Button Animations)
- Mission for Advanced Kills (Ninja, Long Distance, Backfire, Helicopter, Mid Air Catches, -
Flying Squirrel, Dunk, Air Strike, Top Gun, and Duck Hunt) only require 5 KOs instead of 15. The reward decreased from 5 to 4. (Except Mid Air Catches, reward for that went to 3 since they're more reliable to pull off)
- Combo Kills now only requires 5 kills instead of 10. Reward increased from 2 to 3.
- Added built-in credits panel
- Players not alive are greyed out in scoreboard
- Added 'Ball' tag option to Workshop Files configuration page
- Host changes if current host ping is 150 (raised threshold from 100)
- Added subtle pulse to ambient lighting, raised brightness overall (especially when visualizer and/or reflection probes are off)


Fixes
- Fixed Zombie KO not being counted
- Fixed bug where activating scoreboard would cause a held jump input to be released
- Fixed failure to initialize a singleplayer match if you had backed out of the Local Multilpayer menu without going back to the full menu root
- Fixed appearance of 'negative xp' if you match ended without any kills
- Fixed AI bots stalling out at times when equipped with Bulldozer powerup
- Fixed missing reflections on Crescent map
- Fixed navigation in Arena, causing bots to go back-and-forth before jumping off spawn platforms

Enjoy, and thanks everyone for reporting bugs & sending in feedback - was critical in putting this update together!

Update 8.2 is out - including 3 new levels!

Have a huge new update live. Here's the details:

New map: Epicenter


New map: Skate Park (based on workshop submission by Axogandr)


New map: Crescent (based on workshop submission by X Kirby)


Features
  • Tired of flying accidentally off the top of ramps? Bots now 'stick' to the surface when moving up a ramp, giving you much better movement control.
  • Added level shuffle options ‘Random Large’ and ‘Random Small’, if you have a large or small lobby of players and don’t want levels that are a size mismatch
  • Added new ‘Arena Tint Lighting’, which is a dynamic pixel light that provides additional shading to arena textures with a small performance cost.
  • Can trade 15x dodgecoins for random Rare+ item (chances: Rare 65%, Epic 25%, Legendary 10%)


Fixes
  • Fixed getting stuck on ramps by changing the shape of the player's wall collider
  • Bots are better at targeting navigation points directly beneath them
  • Fixed missing lighting in end-round bot portraits
  • Fixed Arcade not ending if bot was killed by EMP self-destruction
  • Fixed bots sometimes respawning with EMP state if previous bots KOd with it in Arcade
  • Improved bot navigation when target is directly below them
  • Fixed and re-enabled Incognito Mode
  • Fixed bug where changing customization mid-match would cause your own meshes to be shown in your first-person view
  • Ball ignores throwing player's colliders temporarily, prevents issue where backwards-moving bots in online multilplayer would throw a ball that collides with themselves
  • Fixed loading hitch with Chodge Darger
  • Fixed bug where FFA Team Colors from being applied in modes where 2-team settings were fixed and not selectable in match settings


Adjustments
  • You now shoot at the hoop that matches your team color, not the ‘enemy hoop’
  • Ball deflection mission only takes 10 deflections (down from 25), MP value reduced from 3 to 2
  • Added ‘quit’ buttons back to Challenge and Arcade final menus
  • Made craft recipe icons larger for improved readability

Update 8.2 is out - including 3 new levels!

Have a huge new update live. Here's the details:

New map: Epicenter


New map: Skate Park (based on workshop submission by Axogandr)


New map: Crescent (based on workshop submission by X Kirby)


Features
  • Tired of flying accidentally off the top of ramps? Bots now 'stick' to the surface when moving up a ramp, giving you much better movement control.
  • Added level shuffle options ‘Random Large’ and ‘Random Small’, if you have a large or small lobby of players and don’t want levels that are a size mismatch
  • Added new ‘Arena Tint Lighting’, which is a dynamic pixel light that provides additional shading to arena textures with a small performance cost.
  • Can trade 15x dodgecoins for random Rare+ item (chances: Rare 65%, Epic 25%, Legendary 10%)


Fixes
  • Fixed getting stuck on ramps by changing the shape of the player's wall collider
  • Bots are better at targeting navigation points directly beneath them
  • Fixed missing lighting in end-round bot portraits
  • Fixed Arcade not ending if bot was killed by EMP self-destruction
  • Fixed bots sometimes respawning with EMP state if previous bots KOd with it in Arcade
  • Improved bot navigation when target is directly below them
  • Fixed and re-enabled Incognito Mode
  • Fixed bug where changing customization mid-match would cause your own meshes to be shown in your first-person view
  • Ball ignores throwing player's colliders temporarily, prevents issue where backwards-moving bots in online multilplayer would throw a ball that collides with themselves
  • Fixed loading hitch with Chodge Darger
  • Fixed bug where FFA Team Colors from being applied in modes where 2-team settings were fixed and not selectable in match settings


Adjustments
  • You now shoot at the hoop that matches your team color, not the ‘enemy hoop’
  • Ball deflection mission only takes 10 deflections (down from 25), MP value reduced from 3 to 2
  • Added ‘quit’ buttons back to Challenge and Arcade final menus
  • Made craft recipe icons larger for improved readability