Diabotical

Diabotical Dev Tracker



Yesterday

Comment

Originally posted by DeathSlayer999

Air knockback for shaft is completely messed up right now.

Should be fixed now in 0.20.445d

Post
    Trello on Trello - Thread - Direct

Play screen

  • Based on our statistics and community feedback the Quick Play modes are now queues with continuous matches again (FFA and FFA Instagib matches will be launched when there are at least 4 players queued), with the exception of Warmup which starts a continuous match whenever a player clicks the button.
  • Quick Play matches that are not full appear on the match list with the name Quick Play.
  • Ongoing Pickup matches are displayed at the bottom of the match list. They are not possible to join but can indicate if there are players playing a certain mode at the moment who may join your pickup or create a new one when their match ends.
  • Pickup listings now more clearly indicate if players are part of a party.

HUD

  • The Controls HUD element now has a Simple style option which only displays the currently pressed keys and has the direction keys positioned in a cross shape whic...
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Post

Play screen

  • Based on our statistics and community feedback the Quick Play modes are now queues with continuous matches again (FFA and FFA Instagib matches will be launched when there are at least 4 players queued), with the exception of Warmup which starts a continuous match whenever a player clicks the button.
  • Quick Play matches that are not full appear on the match list with the name Quick Play.
  • Ongoing Pickup matches are displayed at the bottom of the match list. They are not possible to join but can indicate if there are players playing a certain mode at the moment who may join your pickup or create a new one when their match ends.
  • Pickup listings now more clearly indicate if players are part of a party.

HUD

  • The Controls HUD element now has a Simple style option which only displays the currently pressed keys and has the direction keys positioned in a cross shape which makes it friendlier to put on the cen...
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15 Jan

Post
    Trello on Trello - Thread - Direct

Gameplay

  • Fixed an issue where having toggle zoom enabled and weapon switch zoom reset disabled, would still reset zoom when switch weapons sometimes.
  • Time Trials now has a warmup phase like other modes.

Interface

  • Added the option to select previous seasons for leaderboards, player stats and player ranks.
  • Fixed the alignment of the weapon columns in the Profile stats page.
  • Fixed issue causing HP taken stats to be incorrect after picking the Siphonator.
  • Fixed issue causing Siphonator healing not to invalidate an assist mark.
  • Fixed the HP bonus from collecting powerups not counting towards HP taken stats.
  • Fixed secondary fire damage not counting towards weapon damage stats.

HUD

  • There is now a Text HUD element for custom text.
  • There is now a Statistic HUD element to display current pe...
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Post
    Trello on Trello - Thread - Direct

Gameplay

  • The Void Cannon’s combo max damage has been reduced from 150 to 125.
  • The Void Cannon’s combo radius has been reduced from 200 to 175.
  • The Void Cannon’s ball speed has been increased from 725 to 750.
  • Removed Warmup from Time Trials (released yesterday).

Interface

  • There are now leaderboards for Aim Arena 2v2 (previously unreported).
  • Modes that share skill ratings are now represented by a single entry in the profile ranks screen (previously unreported).
Post

Gameplay

  • The Void Cannon’s combo max damage has been reduced from 150 to 125.
  • The Void Cannon’s combo radius has been reduced from 200 to 175.
  • The Void Cannon’s ball speed has been increased from 725 to 750.
  • Removed Warmup from Time Trials (released yesterday).

Interface

  • There are now leaderboards for Aim Arena 2v2 (previously unreported).
  • Modes that share skill ratings are now represented by a single entry in the profile ranks screen (previously unreported).
External link →

14 Jan

Post
    Trello on Trello - Thread - Direct

Gameplay

  • The Void Cannon’s switch rate from secondary fire to primary fire and vice-versa has been slowed down.
  • The Void Cannon’s secondary fire has been decreased from 1 shot every 600ms to 1 shot every 650ms.
  • Fixed various issues when switching from a weapon with secondary fire to one without.
  • There are now separate binds for combined Zoom+Secondary Attack, Zoom, and Secondary Attack. Current players will now only have the Zoom function bound, and should bind either the combined key or the secondary attack key. New players will have the combined key bound.
  • Fixed the Void Cannon’s ammo pickup not awarding ammo.

Visuals

  • Fixed the Void Cannon ammo pickup’s hologram not appearing after being picked up.
  • The Void balls now have a light to indicate their position relative to their surroundings.
  • The Shotgun Secondary Fire’s muzzle flash has bee...
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Comment

Originally posted by dradik

@Raven, is the game designed so we should be able to use wee balls while holding the flag? I wish there were separate binds to drop flag than use weeball..

The keybind/hud element is meant to prevent using weeballs while having the flag

Post

Gameplay

  • Fixed an issue where having toggle zoom enabled and weapon switch zoom reset disabled, would still reset zoom when switch weapons sometimes.
  • Time Trials now has a warmup phase like other modes.

Interface

  • Added the option to select previous seasons for leaderboards, player stats and player ranks.
  • Fixed the alignment of the weapon columns in the Profile stats page.
  • Fixed issue causing HP taken stats to be incorrect after picking the Siphonator.
  • Fixed issue causing Siphonator healing not to invalidate an assist mark.
  • Fixed the HP bonus from collecting powerups not counting towards HP taken stats.
  • Fixed secondary fire damage not counting towards weapon damage stats.

HUD

  • There is now a Text HUD element for custom text.
  • There is now a Statistic HUD element to display current personal statistics or of the player being spectated. The statisti...
Read more External link →

09 Jan

Comment
    /u/2GD on Reddit - Thread - Direct

Originally posted by lp_kalubec

u/2GD I know you won't reveal too much, but could you, at least, tell us if these new games are going to be dbt spinoffs and if the are going to be built on the Glitch engine?

Glitch engine, FPS. All engine updates will benefit Diabotical and future games

Post
    /u/2GD on Reddit - Thread - Direct

Hey everyone. The test tournament series is coming to a close over the next 2 months. Though a horrible name. It was a nice test for esports longevity, game modes, broadcasting and more.

After we have fulfilled our obligations to the test tournament series and the grassroots fund. We will continue to do esports with mojo as our esport manager, but with a focus on grassroots tournaments.

To the pro players who compete in the 3v3 circuit. To explain my decision here, since we have spoken of potentially continuing the circuit. I think it’s best we focus using available funds on improving Diabotical and achieving company goals.

To be as open as possible about the details behind this decision. The 3v3 circuit in 2021 if to be continued and matured as a product, would probably cost upwards of 400k USD. We have quite a clear plan for 2021 and 2022. Which involves regular Diabotical updates, but also releasing two new games. The projected budget we have (battle ...

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08 Jan

Comment
    /u/2GD on Reddit - Thread - Direct

Originally posted by mojo_ca

For those that want to practice for tournaments, the tentative map list coming to the official pool is:

  • Skybreak
  • Bioplant
  • Kasbah
  • Monolith
  • Overgrowth
  • Amberfall
  • Raya

this is pending final licensing and polishing/art so maps are ultimately subject to change :\)

The tentative list was done by pro gamer votes. So if anyone is unhappy we would like to shift the blame to Phaze. Phaze was the only pro gamer who turned up to vote. though quite odd since he doesn't compete in duel. Thank you for your time.

Post
    Trello on Trello - Thread - Direct

Gameplay

  • The Void Cannon activator beam now doesn’t penetrate beyond the first void projectile that is hit.
  • The speed of the Void Cannon ball has been increased from 600ups to 700ups.

Netcode

  • Fixed an issue that caused Grenades and Shotgun Secondary fire to sometimes deal more damage and knockback than intended.

Masterserver and matches

  • Tentative fix to an issue resulting in match slots being occupied by players and/or player duplicates who aren’t playing.

Maps

  • Collision fixes to Kasbah.
  • Collision fix to Qunai Peaks and fixed parts of the background not being visible.
  • Fixed missing thumbnails for the CTF versions of Cliffside Canyons, Qunai Peaks, Titans Crossing.

Customization

  • Fixed the Void Cannon’s Frostbite skin not being usa...
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Post
    Trello on Trello - Thread - Direct

Gameplay

  • The Void cannon’s activator beam now has a bonus of 2 damage for consecutive shots hit, up to 10 consecutive shots where it will deal 50 damage on each consecutive shot after.
  • The Void Cannon’s ball speed has increased from 700 to 725
  • The Void Cannon’s ball fire rate has increased from one shot every 650ms to one shot every 500ms.
  • The Super Shotgun’s secondary fire now bounces twice.
  • Fixed the Super Shotgun’s secondary fire not bouncing on moving props.
  • Fixed the Super Shotgun’s secondary fire not triggering shootable triggers (props that act as buttons and/or doors for example) after having bounced once.

Netcode

  • Improvements to the hit registration of the Void Cannon’s activator beam upon void balls.

Interface

  • In the Locker and in the Shop it’s now possible to rotate weapon models by holding ...
Read more
Post

Gameplay

  • The Void cannon’s activator beam now has a bonus of 2 damage for consecutive shots hit, up to 10 consecutive shots where it will deal 50 damage on each consecutive shot after.
  • The Void Cannon’s ball speed has increased from 700 to 725
  • The Void Cannon’s ball fire rate has increased from one shot every 650ms to one shot every 500ms.
  • The Super Shotgun’s secondary fire now bounces twice.
  • Fixed the Super Shotgun’s secondary fire not bouncing on moving props.
  • Fixed the Super Shotgun’s secondary fire not triggering shootable triggers (props that act as buttons and/or doors for example) after having bounced once.

Netcode

  • Improvements to the hit registration of the Void Cannon's activator beam upon void balls.

Interface

  • In the Locker and in the Shop it’s now possible to rotate weapon models by holding left or right click and dragging your mouse to one side.
  • ...
Read more External link →

03 Jan




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