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Robot Roller-Derby Disco Dodgeball News

Major update 8.0 (Missions and Badges) now available!



This is a huge update that's been in the works for a long time and am very excited to be able to let players finally get their hands on it!

It's the "Missions and Badges" update, and it will probably dramatically change the way you play the game.

Basically, you're now rewarded with Mission Points for winning matches, earning end-round awards, doing well in Challenges and Arcade mode, and for completing new random skill-based Missions that are assigned to you. More Mission Points will unlock higher-level profile Badges, which unlock new and more challenging missions to complete.

It's meant to be a fun meta-game to keep new players around longer and bring new challenges to veteran players. Winning matches will be more meaningful, your moment-to-moment tactics will change based on your Mission incentives, and you'll have a good use for any spare parts or decals laying around.

More information can be found in this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=823456701




There's also a large number of smaller features & bug fixes that people have been asking for. Here's the other patch notes:


Features
  • Kill types can now stack. So you can score a Helicopter Dunk, or a Ninja Dunk. Score, XP, and DodgeBux are calculated by using the full normal value of the primary KO type, and each additional (stacked) KO type is worth half their normal value.
  • Steam Cloud now syncs your cosmetic choices, and mission data.
  • Added ‘advanced shaders’ video setting, which when off disables water in level Aquarium. Setting defaults to Off, and is off for low and medium presets, but is ON for High presets
  • Added ‘frame rate cap’ option: None, 30, 45, 60, 75, 85, 120, 144, 160, 165, 180, 200, 240
  • End round flow of: round stats / XP & Items Gained / Mission progress is no longer timed, players click through them
  • Got rid of theArcade unlockable perks system, was mostly redundant with the addition of Missions. All Arcade perks are unlocked by default, but still may only appear at certain Arcade rounds.


Fixes / Improvments
  • Fixed getting stuck in chat if chat input window open when online match advanced to next match
  • Fixed bug where catches were sometimes getting scored as combos (when victim thrower was throwing a potential combo ball)
  • Fixed pathfinding issue in Fort
  • Fixed team option being hidden when mode set to random

  • Fixed missing spawn ceiling colliders in Nexus, Octagon, and Trifecta

  • Fixed issue where passing the cube to an online player who was close to the capture point could sometimes results in them re-collecting the cube after they captured it
  • Fixed crafting panel getting ‘stuck’ when crafting while game paused in offline matches
  • Fixed bug that was treating friendly and enemy targets as equal priority when determining homing target
  • If item schema fails to download, item drops will not be displayed (but can still be collected)
  • Decreased Fire Wave emission rate to improve performance
  • Fixed Arcade saying ‘Round Won’ when you lost
  • Stopped particle effect from playing again when returning to craft result panel after viewing detail

  • Crafting ingredients are sorted by advanced first, then basic



It's a lot of changes, so as always I'm open to feedback. Drop a note below to let me know what you think or if you encounter any issues!



Update 7.5.0 released: New server regions and game mode playlists!


Finally got a chance to add some often-requested features in this one.

Most importantly, you can now select from the servers US West (San Diego) Canada East (Montreal) and South America (Sao Paulo). This will give a much better online experience for players closer to those regions.

You can also now create a 'Playlist' of game modes (or levels). Holding down Left Control will allow you to select multiple items on the match settings menu, and your mates will shuffle between these options.

So if you want to create a room that only cycles between Hoops and Elimination, or whatever number of classic, expert, or custom modes, you can do that!

This also works for powerup pickups. Previously, you could only turn them On or Off. But now you can select which individual powerup pickups you want available in your matches.

Other improvements:

  • Fixed flickering back wall in Aquarium
  • Fixed jetpack remaining on if you switched powerups while using the jetpack boost
    Added ‘5’ score limit option to Hoops
  • Super ball spawn on Octagon moved to middle level
  • Elim hoops - also move hoops closer to forts on Fort to prevent quick wins
  • Attrition, Headhunter, and Elim hoops back in Expert modes
  • Adjusted some textures in Fort
  • Fixed checkpoint formatting in Time Trials


Enjoy!

P.S. Make sure to hit 'Follow' on the game's home page to receive notifications of future announcements!

Update 7.5.0 released: New server regions and game mode playlists!


Finally got a chance to add some often-requested features in this one.

Most importantly, you can now select from the servers US West (San Diego) Canada East (Montreal) and South America (Sao Paulo). This will give a much better online experience for players closer to those regions.

You can also now create a 'Playlist' of game modes (or levels). Holding down Left Control will allow you to select multiple items on the match settings menu, and your mates will shuffle between these options.

So if you want to create a room that only cycles between Hoops and Elimination, or whatever number of classic, expert, or custom modes, you can do that!

This also works for powerup pickups. Previously, you could only turn them On or Off. But now you can select which individual powerup pickups you want available in your matches.

Other improvements:

  • Fixed flickering back wall in Aquarium
  • Fixed jetpack remaining on if you switched powerups while using the jetpack boost
    Added ‘5’ score limit option to Hoops
  • Super ball spawn on Octagon moved to middle level
  • Elim hoops - also move hoops closer to forts on Fort to prevent quick wins
  • Attrition, Headhunter, and Elim hoops back in Expert modes
  • Adjusted some textures in Fort
  • Fixed checkpoint formatting in Time Trials


Enjoy!

P.S. Make sure to hit 'Follow' on the game's home page to receive notifications of future announcements!

7.4 "Mega Content Patch" update is here!

7.4 was just made available to all players. It has a ton of new content, improvements, and fixes.

New Levels




This is Fort. It's a throwback to the classic Mario Kart 64 multiplayer level Block Fort, remade and optimized for Disco Dodgeball. The one big difference is there's a route onto the forts from near the middle, and of course the addition of glowy LED lights. It adds a lot of verticality to the combat and confers a great advantage to those able to maintain the high ground. It's particularly good for objective-based modes like Capture The Cube.



This is Aquarium, and is a level created by the player SerialHugger (thanks!!). It involves a single walkway connecting the two spawns, some curved ramps leading to a lower fish observation area and some higher side walkways as well. It's very open and rewards those with good long range timing & accuracy.

New Modes


Elimination Hoops

A hybrid of two classic modes. To win a round, either score a single hoop or eliminate the entire enemy team. The first team or FFA player to the target number of round victories will win the match. It's an intense mode that requires the right balance of caution and aggressiveness, and players will need to use their intuition to know when is the right time to go for the goal.

Bonus Ball

This is Deathmatch with a Super Ball twist. Most KOs count for one point, but KOs with the golden ball are worth 5. Additionally, players can toss the Super Ball through the hoop for a bonus 5 points.

Score Hunter

Similar to Headhunter, this is an Elimination variant where the winner is determined by reaching a particular Score. Rounds will continue until the score target is reached. It forces players to abandon their cautious Elimination strategy and go all-out. But of course, acting too bold can easily get you eliminated as well.

New Features


  • You can now choose the team setting 'Random', which will shuffle between 2 Team and FFA modes.
  • You can now choose the mode setting 'Random + Expert', which will select a random mode including the more complex Expert modes. A good way to add some variety to your rooms if you've been playing for a while and are comfortable with advanced rule sets.


New Custom Mode rule options


  • Allow Time Limit Options (makes default time limit options appear in match settings)
  • Score Limit Option (displays specified score limit option in match settings)
  • Round Victory Limit Option (same, with round victories)
  • Time Limit Option (same, with time limits)
  • DefaultRoundVictoryLimit2P...12P (specifies default round victory limit based on number of players if mode is rotated to via Random mode settings)
  • UseCumulativeScore (makes match victory dependent on sum of round scores, useful when making elimination hybrid modes like Headhunter



Adjustments / Improvements / Fixes
  • Attrition and Headhunter are now part of the Classic modes, so they'll pop up during default random mode rotation
  • Grand Prix removed from Classic modes, is now part of Expert modes
  • Headhunter is now FFA only
  • Nerfed homing ball strength
  • Homing on friendly target is much stronger
  • Increased aim proximity requirement for selecting friendy player as homing target
  • Pooled some 3D score text objects and Kill Log items to prevent frame hiccups
  • Added new cylinder mesh to Capture Point to increase visibility (especially when particles are turned off in video settings)
  • Removed lock-on that prevents homing target from changing after reaching certain charge threshold
  • Checkpoints new cylinder mesh, and do a better job of fading in and out
  • Removed extraneous ‘First to 1’ header text in Hunter v Hunted and Hoop Defense modes
  • Fixed random Elimination FFA matches not using the correct round victory limit (3)
  • Fixed Kart Race summing all participants’ scores instead of using leader score
  • Match Settings will load default score limit when changing game mode even if that new mode has a score limit option that matches the currently loaded limit (prevening things like inadvertently setting a Hoops match to 100 if switching from a Super Ball match with limit 100)
  • Fixed switching teams making you ineligible to vote on match settings
  • Bots can prioritize the Super Ball if a KO with it is worth more points
  • Fixed admin Kick function kicking all players in room
  • Team / FFA rule is incorporated into main score subtitle (e.g. “Team Deathmatch”)
  • Headhunter has match score limit (via useCumulativeScore), not a set number of rounds
  • Added hard limit of 18 for maxTeamPlayers custom rule
  • Announcer Says ‘round won’ when you complete an arcade level
  • Fixed bot lighting in Chasm
  • Fixed jetpack particles on Bots not synching to clients
  • Fixed error in sometimes initializing perk progress items before stats were downloaded, resulting in extraneous progress notifications
  • Fixed VO clips sometimes overlapping
  • Better prioritization of VO clips - multiKill > rare trick shots > rampage > on Fire > extinguish > 4+ streak > random taunt > common trick shots > 2+ streak
  • Easy Bots speed restriction is now overridden by Behavior Zones, allowing them to jump across gaps
  • Fixed inventory display counts not updating when returning to inventory after crafting
  • Fixed hyphens being disallowed in player names


Special thanks to all the players who've been participating in the forums and provided the feedback necessary to catch & fix all these issues.

Enjoy the new modes & maps! As always, feedback is welcome on the forums.

Erik

7.4 "Mega Content Patch" update is here!

7.4 was just made available to all players. It has a ton of new content, improvements, and fixes.

New Levels




This is Fort. It's a throwback to the classic Mario Kart 64 multiplayer level Block Fort, remade and optimized for Disco Dodgeball. The one big difference is there's a route onto the forts from near the middle, and of course the addition of glowy LED lights. It adds a lot of verticality to the combat and confers a great advantage to those able to maintain the high ground. It's particularly good for objective-based modes like Capture The Cube.



This is Aquarium, and is a level created by the player SerialHugger (thanks!!). It involves a single walkway connecting the two spawns, some curved ramps leading to a lower fish observation area and some higher side walkways as well. It's very open and rewards those with good long range timing & accuracy.

New Modes


Elimination Hoops

A hybrid of two classic modes. To win a round, either score a single hoop or eliminate the entire enemy team. The first team or FFA player to the target number of round victories will win the match. It's an intense mode that requires the right balance of caution and aggressiveness, and players will need to use their intuition to know when is the right time to go for the goal.

Bonus Ball

This is Deathmatch with a Super Ball twist. Most KOs count for one point, but KOs with the golden ball are worth 5. Additionally, players can toss the Super Ball through the hoop for a bonus 5 points.

Score Hunter

Similar to Headhunter, this is an Elimination variant where the winner is determined by reaching a particular Score. Rounds will continue until the score target is reached. It forces players to abandon their cautious Elimination strategy and go all-out. But of course, acting too bold can easily get you eliminated as well.

New Features


  • You can now choose the team setting 'Random', which will shuffle between 2 Team and FFA modes.
  • You can now choose the mode setting 'Random + Expert', which will select a random mode including the more complex Expert modes. A good way to add some variety to your rooms if you've been playing for a while and are comfortable with advanced rule sets.


New Custom Mode rule options


  • Allow Time Limit Options (makes default time limit options appear in match settings)
  • Score Limit Option (displays specified score limit option in match settings)
  • Round Victory Limit Option (same, with round victories)
  • Time Limit Option (same, with time limits)
  • DefaultRoundVictoryLimit2P...12P (specifies default round victory limit based on number of players if mode is rotated to via Random mode settings)
  • UseCumulativeScore (makes match victory dependent on sum of round scores, useful when making elimination hybrid modes like Headhunter



Adjustments / Improvements / Fixes
  • Attrition and Headhunter are now part of the Classic modes, so they'll pop up during default random mode rotation
  • Grand Prix removed from Classic modes, is now part of Expert modes
  • Headhunter is now FFA only
  • Nerfed homing ball strength
  • Homing on friendly target is much stronger
  • Increased aim proximity requirement for selecting friendy player as homing target
  • Pooled some 3D score text objects and Kill Log items to prevent frame hiccups
  • Added new cylinder mesh to Capture Point to increase visibility (especially when particles are turned off in video settings)
  • Removed lock-on that prevents homing target from changing after reaching certain charge threshold
  • Checkpoints new cylinder mesh, and do a better job of fading in and out
  • Removed extraneous ‘First to 1’ header text in Hunter v Hunted and Hoop Defense modes
  • Fixed random Elimination FFA matches not using the correct round victory limit (3)
  • Fixed Kart Race summing all participants’ scores instead of using leader score
  • Match Settings will load default score limit when changing game mode even if that new mode has a score limit option that matches the currently loaded limit (prevening things like inadvertently setting a Hoops match to 100 if switching from a Super Ball match with limit 100)
  • Fixed switching teams making you ineligible to vote on match settings
  • Bots can prioritize the Super Ball if a KO with it is worth more points
  • Fixed admin Kick function kicking all players in room
  • Team / FFA rule is incorporated into main score subtitle (e.g. “Team Deathmatch”)
  • Headhunter has match score limit (via useCumulativeScore), not a set number of rounds
  • Added hard limit of 18 for maxTeamPlayers custom rule
  • Announcer Says ‘round won’ when you complete an arcade level
  • Fixed bot lighting in Chasm
  • Fixed jetpack particles on Bots not synching to clients
  • Fixed error in sometimes initializing perk progress items before stats were downloaded, resulting in extraneous progress notifications
  • Fixed VO clips sometimes overlapping
  • Better prioritization of VO clips - multiKill > rare trick shots > rampage > on Fire > extinguish > 4+ streak > random taunt > common trick shots > 2+ streak
  • Easy Bots speed restriction is now overridden by Behavior Zones, allowing them to jump across gaps
  • Fixed inventory display counts not updating when returning to inventory after crafting
  • Fixed hyphens being disallowed in player names


Special thanks to all the players who've been participating in the forums and provided the feedback necessary to catch & fix all these issues.

Enjoy the new modes & maps! As always, feedback is welcome on the forums.

Erik