v0.914 Fixes and some walls of texts

Marble Combat

Marble combat is a physics based multiplayer game for 2 - 8 people. Players compete as magical marbles racing and fighting to dominate capture points and collect power ups.

Hello everyone. After a rough few days, iteratively the mess of 0.912 is gone. There are still a few bugs, known or unknown, hence the chanting of please report them comes in. Basically in the state of being a small studio, not having the number of people to test the game extensively and being unable to create every situation replicable, we released the game in early access, given we knew Marble Combat is fun, but it is not achievable without the help an outer force. We also made it Free to Play so the gamble element which is paying money and getting nothing in return falls upon us, those who made the game, not you, the players who want to enjoy their time instead of regretting giving the hard earned money and ending up with nothing. [h1]Below are the patchnotes from 0.911 to 0.912[/h1] [h1] Gameplay [/h1] - New Game Mode: Marballs: It is a 3v3 gamemode that takes on a foosball board. - Games that already started can now be joined to. [h1] Balancing [/h1] - Reworked Tremor: Reduced intensity of the impact. Now instead applies the impact for 1 second in every 0.1 second interval to those who are landed. - Reworked Rubberize: No longer reduces the mass off the marble. This means you will move with your original speed, get hindered less by abilities that pushes you in some way. - Reworked Hookshot: Hookshot now pulls you to the targeted location much more reliably but over 2 seconds and it cannot be cancelled for this duration. It now also has a range limit. [h1] Bugfixes [/h1] - Fixed Cancel button in Ability Selection Menu going disabled in certain cases, making players unable to quit the game. - Fixed cardboard castle gate not being synchronized between the server and the clients. - Fixed some getting stuck in wall/out of map situations - Fixed abilities being selectable-unselectable upon pressing ready, that can leave the player with less than 4 abilities - Fixed In-Game UI not showing up in tutorial mode - Fixed the achievement "Standing muh ground, winning dem games" not being awarded to players who fulfill the conditions. [h1] UI [/h1] - Lobby UI revamped, displaying the games that started and lobbies separately, showing the game modes and auto refreshing. It also is stabilitized so it disappearing at certain cases and not showing back up are fixed. - Main Menu tweaked to allow selection of game modes and made more user friendly [h1] Cosmetics [/h1] - Added 3 new cosmetic items: Rainbow, Ghostie and Beachball. Among these however, only Ghostie is made purchasable after the release of the patch. While adding the others, I realized the massive amount of issues the patch has and decided to not push the rest for sale given it seemed unfair to ask for money when making the game unplayable. [h1]Below are the patchnotes from 0.912 to 0.913[/h1] - Fixed an issue which players could not move -_- - Fixed cosmetic item trying showing the equipped marble instead - Fixed myriad of issues with joining mid-game (Creation of an extra marble, leaving their marble behind when quitting etc) - Fixed the issue which when a host returns from playing a game and restarting the game getting launched back to the start screen, then to menu. [h1]Below are the patchnotes from 0.913 to 0.914[/h1] - Fixed players falling through the floorin the marballs field to the container below [h1] Known issues for 0.914 [/h1] - Started games display incorrect amount of players. These are the known cases where these happen: a) When a lobby starts a game, only the server player counts as a player. So if you see a game in lobby section with 1 players, it is likely that it has more players. b) Players leaving a game not decrementing the count on certain circumstances - In-game chat is currently disabled this is subject to fix in 0.915, which will be released soon - Players being unable to move on certain hosts: This is an interesting situation given it only happens between certain players. While the rest of the game runs perfectly fine, this bit does not. We are suspecting some DDOS protection tools blocking the input with this and unless we get extra information from players in their system, it will be hard to offer a fix to the players. We could fix this problem, but it has a possibility of crashing the game for players with bad connectivity, especially on high player counts. [h1] What Next? [/h1] There will be a few more patches addressing the current gameplay issues like in-game chat. Following this, there will be a silent state from us to move the entire party/lobby system into our servers. You will still be able to use Steam to invite players. This is to address 1. Taking more control in our hands. With Steam, it is hard to pinpoint why a specific issue has occurred and coming up with fixes becomes harder. 2. Adding new features on necessity 3. Preparing our backend for consoles (Don't worry though, this is planned for future and we will not go into console development before putting the game in a good position on our main platform.) 4. Being able to report pings, in-game states, server stability to players on started games 5. Preparation to matchmaking Our current position is to clean up the game instead of greedily adding more and more content and get to the addition of more content, when we are content with everything. Thats a lot of content. Once again, please report the bugs either into Steam Discussions OR to discord: https://discord.gg/Ts9rEpE Feel free to make suggestions about the game. We are trying to be vocal and interactive and we certainly wont bite! Thanks a lot for sticking with us and have fun playing. Kaan