Peglin is a Pachinko Roguelike - Fight enemies by collecting special orbs and popping pegs to deal damage. Acquire special relics that radically change the game and ensure no two runs are the same. Aim carefully to survive in this unique turn-based RPG!
[h1]v0.9.58 Patch Notes[/h1]
Hello to all of our long-time Peglin players and those just joining us from this Steam Summer Sale! We’re here with a pretty big update, one that takes us very close to what we envisioned our 1.0 would look like. We’ve got our final “core game” boss and the first version of the Encirclepedia, where you can learn much more about the enemies you battle and the world of Radia!
We’re not quite at 1.0 yet: we’ve still got a bunch of minibosses, regular encounters, scenarios, orbs + relics, and the remaining Cruciball levels to add (not to mention a loooot of balance) but the game is getting there! We will also still be adding an optional, shorter Act 4 that will truly test even the strongest builds, though we’re still unsure whether this will be released in 1.0 or as a post-1.0 update.
We’d love to hear your thoughts on the new features and the new lore - we haven’t been able to keep up with the Steam Community Forums as much as we’d like but we are better equipped to handle feedback in our [url=https://discord.gg/haGwR3TMzh]Discord [/url]so please come join us over there!
[h2]New Content/Features[/h2]
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[*] The [b]Encirclepedia[/b] is here! In addition to displaying your achievements it now allows you to view statistics and results from your recent runs, and to complete your own Bestiary to learn more about the creatures that inhabit Radia. Defeat enemies and collect loot to acquire research points, which will unlock enemy hints and information (including commentary on the game’s development from the team!).
[*] [New Castle Boss!] [b]Pigment of Imagination[/b] - The last of the castle boss trio, this painter can draw evil paintings that turn pegs into dull pegs and add Spinfection to the player.
[*] [New Miniboss] [b]???[/b] - Can spawn in ? nodes in all acts on Cruciball 2+.
[*] [New Rare Relic] [b]Counterfeit Crits[/b] - Hitting a non-bonus crit adds 2 bonus crits to the board.
[*] [New Relic] [b]Torn Sash[/b] - ???
[*] [New Secret Relic] [b]Call of the Void[/b] - ???
[*] Added a copy button to seed displays when they’re hovered over by the mouse.
[*] New art for the all black knights in the mines.
[*] The Infernorb now also pierces through the Leshy’s vines.
[*] Added the ability to inspect your current relics and upcoming orbs on controller and keyboard.
[*] Added button prompts to move your target on enemies left or right.
[*] Added vibration to controllers, with a slider in the settings to adjust its intensity percentage.
[*] Added a death jingle when you lose a run.
[*] Music now crossfades. No more popping!
[*] Orbs trapped in the Leshy’s vines now have large and small variants for large and small orbs.
[*] Added a sparkle animation whenever you add a coin to a peg.
[*] Added the options gear button back to chests and scenarios.
[*] Split out relics unavailable to a class from the secret relics page into their own page in the custom start menu.
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[h2]Balance Changes[/h2]
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[*] Resistance Knight starting reflect reduced to 2%.
[*] Haglin's Satchel now gives only rare orbs and one extra upgrade.
[*] Rainbow slimes now drop an extra coin for every 10% of their health lost by a single attack in addition to the original amount that they drop when defeated. They also drop a few more coins when defeated now. (With a pretty animation too!)
[*] Prime Slime hits needed per activation increased from 13 to 17.
[*] The Weighted Chip 0.5x + fire slot has been converted to 1x + fire.
[*] Alchemist's cookbook conversion percent reduced from 6% to 5%.
[*] Healing Qaballistic Ruin Heal Buff modifier increased to 10x per Muscircle.
[*] Modest Mallet no longer damages the player on discard.
[*] Navigationflation now works during scenario navigation (i.e. the Midas event)
[*] Bats now absorb HP back when damaging the player.
[*] To avoid softlocks, orbs will now be destroyed if they hit a single peg over 100 times in one shot. This shouldn’t affect regular gameplay, but will let you not have to restart a fight if your orb gets stuck bouncing.
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[h3]Super Sapper & Sapper Enemy Rework[/h3]
[list]
[*] Peglin Sapper enemies reworked. They now deal damage to neighbouring enemies when they are defeated. Their movement speed has been reduced to 1 tile a turn but their HP has been increased from 300/450 to 500/750 and their damage from 35 to 40.
[*] Super Sapper HP reduced to 5000/7500. Now spawns a ground minion every turn, and buffs all enemies when a rigged bomb is detonated. One more row added to the Super Sapper pegboard, and fewer empty spaces should appear on the board.
[*] Flying Sapper C10+ HP increased from 375 to 400.
[*] One new Sapper added to the Sapper + Lightning Rod fight and one sapper has been moved onto default spawns from upcoming spawns.
[*] One sapper has been moved onto the starting board for the Mines Sapper-Only Fight.
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[h2]Bugfixes[/h2]
[list]
[*] Roundrel Unlock string now correctly says 40+ Spinfection.
[*] Fixed refreshes and crits disappearing from the Resistance Knight’s pegboard.
[*] Fix refreshes and crits getting duplicated,sometimes by flickering pegs.
[*] The Leshy can now be encountered in the Forest tear event.
[*] Targeted attacks will now no longer miss entirely if there is only a dead stump on the board.
[*] Pasting seeds now works with Command + V on OSX instead of Control + V.
[*] Quitting and continuing a run after entering a secret tunnel now loads you in at the correct node.
[*] Fixed Summoning Circles firing an orb that deals no damage looking like they would do damage.
[*] Fixed the summoning circle rotating effect sticking around if you defeat the last enemy while it's still summoning orbs.
[*] Fixed Kinetic Meteorite, Ancient Meteorite, and slime/shield applying orbs activating when a brick peg is Activated via Morbid.
[*] Fixed demon squirrels fired by summoning circles getting buffed by spinventorigionality.
[*] Fixed boss relic grants breaking when you already have all the boss relics.
[*] Fix a tunnel going forward one node in the mines.
[*] Fixed gold peg multiballs being too big when caught in Leshy vines.
[*] Fixed the game having different randomization when playing seeds on PC vs android.
[*] Fixed the “+x” on the upcoming enemy display appearing under enemy images.
[*] Fixed text scenarios having different randomization between runs on the same seed.
[*] Fix secret seed save and load error.
[*] Fix Redoublet adding crits to the board during navigation.
[*] Fixed the Crystal Alter event never showing up.
[*] Cursor size should no longer be massive on OSX.
[*] Fixed the targeting indicator in the Resistance Knight fight jumping to the wrong spot when targeting a rainbow slime.
[*] Fixed not being able to get an extra relic from destroying all the bombs in a haglin scenario navigation.
[*] Enemies now can spawn during a reload phase
[*] Fixed the Slime after slime achievement bounce count not resetting in-between battle and navigation.
[*] Fixed not being able to obtain a bonus relic from the Haglin scenario navigation
[*] Consolation prizes now don't show the new ! indicator.
[*] Coins are no longer visible over slime only pegs that have been turned into bombs.
[*] Fixed Critiball activating an extra crit when drawn after firing the orb before it
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Thank you all for playing! Peglin continues to be a very fun game for us to work on and we hope this update provides a breath of fresh air for those that have been with us since the very beginning. This lore of the world and its inhabitants has been bouncing around our heads for a long, long time so we’re very excited to get that into the game.
For our friends in the Northern Hemisphere we hope you have an amazing summer, and for those in the South it’s an excellent season to play games :D
Keep on bouncing,
The Red Nexus Games Team