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Beastieball News

We're shaking things up on the Experimental Branch!

These changes are currently available for testing on the Experimental Branch, only on PC. After testing these changes and making other modifications, we will roll changes out to all players.

New Features

[h2]Introducing a new Field Effect, Quake![/h2]
  • Quake: Volleying to your ally deals 25 damage to that ally, and reduces the amount of Quake by 1. Quake also lowers by 1 at the end of your offense.

Quake has been added to replace all splash damage in the game (ie. secondary damage done to allies via moves like Explosion, Bang, and Mindfield, as well as the Echo trait). Splash damage in general has been the cause of many of the game's most unintuitive interactions with respect to how Beasties are wiped, points are scored, etc. It makes it easy to force opponents into unplayabale and unfun situations where both of their fielded Beasties are WIPED. And because splash damage scales with damage dealt to the initial Beastie target, it gave players a way to deal high amount of damage to ally Beasties that otherwise would resist their attacks, invalidating many defensive matchups. It never quite felt right or made sense, and it was time to do something a little more interesting.

Quake provides similar utility to splash damage (it often deals damage to Beasties that are allies of the one you targeted). However, it puts more power in the hands of the team that has had Quake applied to them, giving them the option to avoid damage by taking fewer actions instead. It's another tool that can be used by stall-focused teams to slow down the pace of the game and build up damage through means other than direct offense. It also offers more direct counter-play into teams that heavily rely on frequent passing or increasing their action count, strategies which have emerged as more popular than others over time.

We're eager to see what players can do with Quake and to get their feedback on this experimental new mechanic.

[h2]Info Guide[/h2]
We've added a new menu purely for explaining game mechanics in a simple, readable format. This guide includes detailed reference information on different FEELINGs and Field Effects. It's available from your phone menu as well as during any sport match where no time limit is set, and it replaces some of the more dry and inaccessible NPC dialogue that we previously relied on to convey the details of some game mechanics. In future updates, we intend to add images to some guide sections so it isn't all just text.

[h2]Bigmoon Bash Prizes[/h2]
The game will now account for your past Bash results and award you with in-game rewards based on your performance. You can collect these rewards by opening SportNet.

[h2]Etc[/h2]
  • Added a "copy to clipboard" button for Team Codes in the Team Setup > View/Edit Details menu


Balance Changes
Many story encounters have been modified in accordance with below balance changes. In general our intention was to make use of new play and trait changes without affecting the game's overall difficulty balance. Final boss fights in the post-game Expedition mode have had their difficulty notably adjusted with the intention of making each Boss more equally threatning (some were overperforming and some were unerperforming).

[h2]FEELINGs[/h2]
  • Wiped: Introduced a new RUSHED RECOVERY mechanic. Generally, anytime WIPED is cured by counting down to 0, Beasties fully restore their stamina. This recovery is now reduced by 10 STAMINA for each stack of WIPED above 1 on the Beastie if they recover earlier than they would naturally. So a Beastie recovering with 2 stacks of WIPED will restore to 90 STAMINA; 3 stacks to 80 STAMINA, and so on.

    The intention of this change is to reduce the effectiveness of some methods of recovery that circumvent the downsides of being WIPED OUT too easily, such as Team Chant and Torch Pass. WIPED is a special status in the game and any amount of this Feeling applied to a Beastie should be relevant.

  • Tender: Beasties that are TENDER are now prevented from feeling TOUGH. If a Beastie is already TOUGH, TENDER does NOT remove the feeling.

    This small change adds some more usefulness to TENDER, which hasn't seen much use and is outclassed by many other Feelings.


[h2]Plays[/h2]
  • (NEW!) Rumble: Support play that applies 2 Quake to opponent’s field. Makes the user 1 angry.
  • Explosion: No longer deals damage to the entire field. Instead applies 2 Quake to opponent’s field, and 1 Quake to your field.
  • Mindfield: POW reduced to 35 (from 45). No longer deals damage to target’s ally. Instead applies 2 Quake to opponent’s field.
  • Bang: No longer deals damage to target’s ally. Instead applies 1 Quake to opponent’s field.
  • Updraft: Costs 40 STAMINA to use (from 34).

    Players have discovered many uses of Updraft that give a lot of value with very little drawback. This tweak gives opponents greater opportunity to limit how many times the play can be used, introducing more effective counterplay.

  • Juggle: Now shifts its user sideways.

    This change means players need to plan a little more in order to make effective use of Juggle. Previously, the move was too easy to use in too many circumstances, giving players great benefit without any drawback.

  • Dump: Target now always get an easy receive.

    Dump has been a little too easy to use, and difficult to play against. This adds a slight drawback to one of the strongest and most-used attacks in the game. It also better reflects the move as a simulacrum of a setter-dump in real volleyball.

  • Bounce: POW increased to 80 (from 50). Now auto volleys to the target’s ally.

    Bounce was previously too similar to Careful Shot and Slice, without offering any interesting distinction. There also was no solid attacking option for Beasties hitting sideways using Body POW. This adjustment gives Bounce more of a unique niche, and indirectly buffs Goofsder, a Beastie that has been underperforming.

  • Soulcrusher: POW reduced to 110 (from 120).
  • Vigor Beam: POW reduced to 125 (from 135).


[h2]Traits[/h2]
  • Echo: No longer deals damage to target’s ally. Instead applies 1 Quake to opponent’s field.
  • (NEW!) Welcoming: +40 Stamina to your ally as they Tag In. This is now Bongus’s recessive trait as it no longer gets Crafty.

    Crafty was seldom used and not very effective on Bongus, whose POW stats are overall lackluster. This trait better cements their role as a strong pivot and supporting Beastie.

  • Performer: Boost to DEF increased to x1.5 (from x1.3).

    Surgus and Plumask, two Beasties with this trait, have been somewhat underperforming. Our intention is to give these two more of an edge and make them more viable relative to other Beasties.

  • Tireless: Removed from the game! Seakit now has Hunter, Scrubbub and Grubiron now have…
  • (NEW!) Momentum: 1.3x damage just after moving or tagging in.

    Tireless was not a very well designed trait. In the vast majority of circumstances, it was entirely useless. And when it was useful, it was overwhelmingly effective to the point where it had no interesting counterplay. Our intention is to offer these Beasties options that are more generally useful and better convey their theme.


[h2]Playbook Changes[/h2]
  • Slide: Added to Goofsder
  • Rumble: Added to Tortanchor, Boldlur, Shloom, Demolipede, Millimine, and Yamyth


[h2]Stat Adjustments[/h2]
In general, since our last patch, Mind offense has been dominant in PvP. One of our overall goals with these changes is to bring the game to a more equitable balance where Mind attackers aren’t more effective than others.

Results and Stats from the Bigmoon Beta Bash!

On Saturday we ran the very first Bigmoon Bash, a timed in-game event where players could matchmake against one another! We saw 557 participants play a total of 4,958 matches - the average player played about 18 games, with a median of 11. (!)


Congrats to the Top-Ranked Coaches!


1. Dino (Bash Score: 3525)

2. Bolimar (Bash Score: 3354)

3. Arc Tech (Bash Score: 3225)

4. Wavewhyse (Bash Score: 3106)

5. ArtemTotem (Bash Score: 3105)

6. Sami (Bash Score: 3068)

7. SillyAshley (Bash Score: 3011)

8. Rutabaga (Bash Score: 2925)

9. ? (Bash Score: 2924)

10. Patatin (Bash Score: 2903)

Want More Stats?

We went into detail on the most-used and least-used Beasties on our official blog - check it out for all the extra details!

Thanks to everyone for making this event a success - we'd like to do more soon. :)

Join the BETA BIGMOON BASH!

On Saturday, January 18 from 9AM to 9PM PST, Beastieball will see its first Bigmoon! During Bigmoon events, coaches can join a Bigmoon Bash to challenge opponents from all around the world.

Players of all skill level are invited! All you need to do to participate is to play the game on that day and join the Bash on SportNet! SportNet is typically unlocked within the first 2 hours of your adventure, after beating your first Ranked boss. And if you aren't confident in your own Beastie team, you can use a randomly generated one instead - just go to Team Setup and set "Random Team" as your current team.

During the event you'll have a Bash Rank, which will improve based on your performance. In future updates, you'll receive in-game rewards based on your participation, such as Social Battery and Sports Points.

[h2]Here are the official rules for matches during this Bigmoon:[/h2]
All Beasties are allowed
First to 2 Points wins
Standard time limit on move selection
No Undos allowed
Relationship Combos are disabled
All Beasties are set to Level 50

This event is a Beta test - we've never run a timed online event before! We'll be monitoring players' experience, feedback, and any technical issues that may arise.

FAQ

[h3]Why is this event for such a limited time?[/h3]
Although our community is incredibly energetic, it's also very small - we simply do not have the number of concurrent players it takes to support prolonged matchmaking events. By having a narrower time and date to play together, we can make sure more of our small community comes together at the same time to play. If players enjoy this event, we'll be able to scale the length of events up or down as needed to ensure that players always have a good experience.

[h3]This time isn't convenient for me.[/h3]
We chose the specific day and time window based on periods when the game naturally experiences the highest number of concurrent players. If this beta event performs well, we'd be open to hosting future events at other days & times!

[h3]Why are games to 2 points instead of 3?[/h3]
We're aware many community members who play competitive PvP prefer 3-point matches. However, with the convenience of open matchmaking, we've found that 2-point games have a much more satisfying pace. It makes landslide victories and miserable defeats a bit more tolerable, as you get to quickly move on to the next opponent. This also means you get to challenge more diverse opponents, and get points for your Bash Rank more quickly. It also greatly reduces the time that the average player spends waiting in queue for matches, since eligible opponents are entering the queue more often. For players who want longer, more focused 1-on-1 matches, you can always find an opponent in a Private Lobby or in fan-organized tourneys.

[h3]Why are Undos disabled?[/h3]
The ability to undo your actions is an amazing convenience in the single-player adventure, but poses a large problem in PvP. With Undos disabled, every time a player makes a choice, they are committed to it, which means we can communicate their action to their opponent and let the opponent see their choice right away. With Undos enabled, any choice a player makes can be undone, so we can't let the opponent know their choices until they've selected all their actions and ended their turn. In practice, this adds many minutes of dead time during every match where you're waiting for your actions to replay for your opponent so that they "catch up." This significantly slows the pace of games.

[h3]Why aren't Relationship Combos allowed?[/h3]
Relationship Combos are another feature which is fantastic in single-player but dreadful in PvP. There are roughly 10,000 unique relationship combo plays in the game and, frankly, they are NOT balanced. If allowed, combo plays would be very centralizing and would often determine which player has the advantage. From a team building perspective, it would be tiresome to try to develop specific relationships amongst your Beasties in order to get access to certain overpowered combos and gain a competitive advantage. We think the game in PvP is simply more fun without this particular system. However, if you disagree, you can always make your own Private Lobby and set the rules to enable these if you like.

January Update! Balance Changes and the BIGMOON BASH!

NEW FEATURES
BIGMOON BASH! We're beta testing a brand new limited-time event where you can challenge opponents all around the world! You can learn more about the first Bigmoon event here! Sport Detail View option which keeps sports matches in "detail view" at all times. We don't recommend this for most players, but some advanced players requested this...
Freeze Camera accessibility setting, which removes world-bending effects, keeps the camera very static, and force-enables to above detail view setting. In effect, visibility in the game is reduced in a few places, but camera motion is minimized, which should make the game easier to play for those with extreme motion sensitivity.
PvP Games now show your opponent on the field with their custom outfit. There are not currently any way to communicate ie. via claps/emotes (we know you'll want this...)
The title screen now has a fancy little news box! It may even link to patch notes like these sometimes; Wow!

BEASTIE ART UPDATES
Note: Much more is in production than what is reflected here.

Ostrisigh: Move animation added

Bandicraft: Move animation added

Goofsder: Cleaned up design and added sketch poses

Garood: Cleaned up design

STORY UPDATES
This update focuses on filling in missing interactions/reactions, and filling in gaps players have reported via in-game feedback.

Toward the end of the story, players are given a choice of how to respond to a certain controversial character revelation. This impacts dialogue which happens afterward as well, although it doesn't fundamentally alter the plot or ending of the game.

After finishing the story, characters in Rutile have more varied dialogue reacting to the player's choices during the ending sequence

Marlin has dialogue after finishing the story

The high schoolers in Rollback Loop have additional dialogue after being defeated, including a reward item

A missing encounter with Korwin has been fixed and now is findable in Quartz Canyon

There is special text if Kaz unexpectedly wins a scripted encounter during one of his hangouts; this is only possible in randomizer mode

BALANCE CHANGES
We've made a large number of changes with the goal of improving the game balance at advanced PvP levels.

[h3]Feelings[/h3]

Tender: Changed the description wording

[h3]Traits[/h3]

Vicious: Damage calculation adjusted to apply in all the same scenarios as Cheerleader (ie, it now combos with Grinder).

Ambush: When triggered, boosts POW by 2x (up from 1.5x)

Goofy: Sideways attacks now do x1.5 damage (up from 1.3x)

Protean: Now works for both POW and DEF boosts. If you boost a single POW stat, it will boost all POW stats. If you boost a single DEF stat, it will boost all DEF stats.

Dauntless: Removed from the game.

Fearless: Now also prevents Stressed. Removed from Daredillo, given to Supilero as a recessive trait.

Heavy: Now known as Steadfast. Also now prevents opponents from lowering their stats. Steadfast replaces Dauntless for Waglash and Riplash.

Flee: Shooga and Supassum now get this as a recessive trait.

Power Forward: Added back to Armantis!

(New!) Self-Assured: Stats can't be increased or decreased (by any source). Radillo and Daredillo now get this instead of Fearless.

[h3]Plays[/h3]

Reach Shot: Changed the description wording

Energized: POW increased to 45 (up from 15). Also fixed a previously unknown bug with its damage calculation.

Hex: Causes only 6 Tired now (down from 8 Tired)

Set: Can only be used if the ball is hittable (aka "under control"). This is more in-line with how setting would work in real life, if Beastieball were real of course.

(NEW!) Slide: Body attack with 70 POW. POW x1.5 if user changed row or lane.

Thriller: POW increased to 60 (up from 55). Changes to JAZZED from the previous patch made Thriller unintentionally weaker. This causes Thriller to be somewhat more in-line with easy to use Spirit attacks.

[h3]Combo Plays[/h3]

Blitzwift Rival:

- POW x 1.5 if the user just MOVED or SHIFTED

[h3]Movesets[/h3]

Jellibat / Froofulks

- Added to level-up plays: Faith
- Removed level-up plays: Set (still accessible via friendship)

Webbounce / Goofsder

- Shifted order of level-up plays

Musselbound

- Removed: High Five

Woollie / Fetcham

- Removed: Torch Pass

Kaleidarn

- Removed: Doze, Set

Servitt / Servace

- Added: Counter (via level-up)
- Removed: Burnout

Noizard

- Removed: Cyclone

Scrubbub / Grubiron / Beetlback

- Added: Battle Cry, Updraft, Clear Field, Call Out
- Removed: Dive

Waglash / Riplash

- Added: Launch, Trait Dance

Petula / Flowish / Orgella

- Added: Shake Off
- Removed: Tough Front

Skibble / Skorock / Boldlur

- Added: Pump Up

Gremlur

- Removed: Cyclone

Radillo / Daredillo

- Added: Slide, Overpower

Leobro / Broslidon

- Shifted order of level-up plays
- Added: Slide

Punkchirp / Magpike

- Added: Kneebender, Net Rush, Steal

Maraptor

- Added: Kneebender

Blitzwift

- Added: Slide

Sprecko / Bongus / Surgus / Illugus / Shloom

- Removed: Set

Axolati / Hopsong / Hopra

- Added: Faith
- Removed: Set

Grazada

- Added: Set

Crawlurk

- Removed: Set

Mudslee

- Removed: Set

Yamyth

- Added: Burnout, Turnabout

[h3]Stats[/h3]

Goofsder

- Body POW: Increased to 90 (from 85)
- Spirit POW: Reduced to 30 (from 40)
- Mind POW: Increased to 85 (from 80)
- Body DEF: Increased to 55 (from 50)
- Spirit DEF: Increased to 100 (from 95)
- Mind DEF: Increased to 85 (from 80)

Turogue

- Spirit DEF: Increased to 83 (from 40)
- Mind DEF: Reduced to 40 (from 83)

Turtaneer

- Spirit DEF: Increased to 94 (from 45)
- Mind DEF: Reduced to 45 (from 94)

Tortanchor

- Spirit DEF: Increased to 115 (from 55)
- Mind DEF: Reduced to 55 (from 115)

Skiffrig

- Body POW: Reduced to 20 (from 23)
- Mind DEF: Increased to 69 (from 60)

Magpike

- Spirit POW: Reduced to 21 (from 31)
- Body DEF: Increased to 50 (from 40)

Platypulse

- Spirit POW: Reduced to 51 (from 66)
- Spirit DEF: Increased to 85 (from 75)
- Mind DEF: Increased to 120 (from 115)

Cherrily

- Spirit POW: Increased to 55 (from 50)
- Spirit DEF: Reduced to 90 (from 95)

Mistic

- Body POW: Reduced to 15 (from 20)
- Mind POW: Increased to 85 (from 80)

Skulkapi

- Body DEF: Reduced to 50 (from 89)
- Spirit DEF: Increased to 89 (from 50)

Armantis

- Body DEF: Increased to 80 (from 75)
- Mind DEF: Decreased to 70 (from 75)

Grazada

- Body POW: Increased to 55 (from 45)
- Mind DEF: Increased to 65 (from 55)

Handicoot

- Body POW: Decreased to 43 (from 45)
- Spirit POW: Decreased to 22 (from 25)
- Body DEF: Increased to 52 (from 50)
- Spirit DEF: Increased to 68 (from 65)

Debugly

- Body POW: Decreased to 45 (from 55)
- Spirit POW: Decreased to 20 (from 25)
- Body DEF: Increased to 79 (from 74)
- Spirit DEF: Increased to 65 (from 60)
- Mind DEF: Increased to 91 (from 86)

Maraptor

- Body POW: Increased to 89 (from 84)
- Spirit POW: Decreased to 19 (from 29)
- Mind POW: Increased to 87 (from 82)

[h3]New Mechanic: Receive Weariness[/h3]
This mechanic is not explained in the game, and probably never will be as it's quite obscure.

How does it work? If the same Beastie receives any attack 7 times in the same point, then that Beastie will begin to take 10 bonus damage from each successive attack, starting with the 8th. On the 17th receive, they will always take 100+ damage, ensuring the point ends. This feature does not trigger if the attacker or target are Rowdy, OR un-numbered (ie, recruitable).

This interaction will almost never come up in a typical game where both players are trying to win. We evaluated matches with slow-moving stall-focused teams, and even in these sorts of games, the same Beastie would rarely or never receive an attack more than 7 times before the point ended by some normal means. However, in extreme edge cases, this ensures that all points end somehow, eventually, no matter what and that no player is ever able to create a game state that never ends.

Other Fixes and Changes since the previous patch notes
Reduced the price of higher-level Jerseys
Away Teams now appear more often after defeating all Ranked coaches
Adjusted the layering on Dread field effects so that Beasties' stamina isn't covered anymore
The variable Power of some attack plays are now correctly factored into visual effects and recruit conditions
Refactored how Beasties from past encounters are saved and stored for future rematches. For players updating from old versions, this might mean that some Beasties you've encountered before this update will have a slightly different appearance in subsequent matches (ie. the color of Kaz's Beasties might change, etc). However this change significantly improves performance and reduces save file size for players with a lot of playtime.
Adjusted mouse selection of overlapping Beasties in sports matches
Raremorph Beasties that are discovered via rumor from Indie are now properly randomized (previously all were generated from the same starting seed, resulting in similar vibes, colors, etc)
Fixed having the correct Beastie as the server at the beginning of Kaz's new Sports Problem. Before this fix, the puzzle wasn't conventionally winnable.
Adjusted controls displays while on Steam Deck to never show mouse input options
Changed crash behaviour on Steam Deck so that crash data is submitted without requiring mouse clicks
Enforced online features being disabled when playing in Clown randomizer mode
Fixed an issue where item sorting wasn't properly saved/loaded
Fixed issues with Diggum hills / Weald ball shrooms, which could spawn Beastie clones if a players quit and reloaded after recruiting a Beastie found within.
Changed how Beasties spawn from Trash bins to be in line with other special spawn objects. Trash bins now sparkle when they contain a raremorph, and if you save/load in front of a trash bin it remembers the Beastie that was inside. Trash bins also now contain Beasties more often than before, and will always shake if they contain a Beastie. (Previously there was an issue stopping them from shaking until they were hit with trash).
Rivals Combo Attacks now display the attack type the corresponds with the Beastie using it. Previously the attacks were changing type based on the user, but not updating the type that was displayed, causing confusion for some players.
Fixed an issue with boss team generation in Grand Expeditions, which made far fewer varieties appear than we intended. Bosses in Expeditions will now be much more diverse.
Fixed buzzing sound and slowdown when checking certain map icons in Randomizer modes
Reese now warns you if you attempt to set a radar when one is already active
Repeatedly asking the same character for favors now displays their dialogue each time, rather than only the first time
Changed certain conditions for a certain event you can do with Platypulse to make it work with "High Five"
Changed the wording on Skulkapi's recruit condition
Adjusted to ensure the correct message displays when the player is recruiting multiple Beasties and has recruited all of them, OR run out of usable jerseys.
Changed how secondary attack effects are resolved on point win, such that Beasties with Superorganism now still are affected by secondary attack effects on point-ending hits
Changed how Keyboard/Controller configs work to be more robust and enable setting ESC/Select as an input
Fixed a broken scene ending that could occur after beating a late-game boss in Ironman mode
The game window now centers itself anytime resolution updates/changes, to prevent the window from going off-screen and becoming inaccessible
Fixed a few story flags on scenes around Valerie Stride so her introduction doesn't happen twice in certain story routes
Changed some story phone conversations to not occur if the player crosses certain story progression thresholds while already registered for the Crown Series
In Ironman mode, gifts that would contain jerseys now contain water instead. In previous versions, these gifts were set to appear as if they'd already been opened, which confused some players.
Adjusted Marlin's AI in Ironman mode to prevent softlocks if the player begins the tutorial boss match with a wiped Beastie
Added a double confirm when the player presses "back" while recruiting a Beastie in the Grand Expedition if they already have 5 beasties in their squad
Fixed movesets on some Beasties in Tower Tourney/Draft Challenge which were missing
Fixed movesets on Beasties in Tower Tourney/Draft challenge being broken in Randomizer modes
Fixed "Sports Problem" Beasties movesets being broken in Randomizer modes
Removed the "Victory Option" from Draft Challenge matches
Removed an invisible "Skip Drafting" button from the initial draft in Draft Challenge
Beasties recruited in the Draft Challenge now only know the exact 3 plays they have equipped, and no others
Prevented opening the Team Order menu in Draft Challenge or Grand Expedition when the player doesn't have any Beasties
Fixed an issue where skipping one Sport Problem would automatically treat the subsequent ones as skipped as well
Removed an extra space added to player's team name when their descriptor is left blank
Adjusted sizing of Beasties/bonds displayed on a Beastie's detail page, so that they don't obstruct important info
Added more safety checks to prevent players from double-triggering the Draft challenge, resulting in a crash
If a Beastie with the "Launcher" trait is previewing a Sideways attack, the preview now correctly shows the attack as going straight instead
Fixed a few issues with private lobbies getting desynced during different disconnection states
Added a timer to the Team Rotation/preview which precedes PvP matches
Adjusted the display of a Beastie's coached % so that there are no decimal places
Fix for some plays not being learned by level-up when using an item at a Gym and skipping scenes very frequently
Away Teams that were downloaded in older game versions but are no longer compatible in newer versions are now silently removed, rather than lingering on the player's map forever
Removed an old debug sign from the entrance to a post-game area
Added a small number of extra reactions/interactions/lines in dialogue for certain obscure situations
Adjusted some Beastie pose animation states to remove some weird stutters and ensure Beasties are in their Wiped pose after being wiped out by an attack
Added and fixed a bug where the damage calculation of Airblast and Launch wasn't based on the correct Beastie position
Added and fixed a bug that made some Combo Attacks usable when they shouldn't have been, and unusuable when they should have been
When a Beastie attacks with Airblast, and is forced off of the field (ie. by Cyclone) before the attack lands, the attack no longer gets the net power bonus, making it more consistent with other attacks
Fixed player respawn positions when interacting with environmental effects such as wind
Fixed typos
Changed wording in several places to have consistency on the Rutile Preserve's name (which was sometimes called a "reserve" instead).
Changed the color used to represent Grazada for stamina bars and other UI elements
Adjusted layering on some player customization beards
Adjusted some area layouts to fix weird area transitions, collisions, and camera issues
Some areas were changed a bit more substantially; one puzzle in Eburbean Cavern has been completely redone. Too many other changes to remember/list them all!
Removed debug file output related to networking, which should improve PvP performance for some players
Fixed a softlock that could happen in the tutorial if a Beastie with Launcher is chosen as a starter
Added more safety checks to hopefully prevent some common crashes
Found and fixed one more potentially major memory leak
Added a safety check which disables shadows when the game is run on very old GPUs that don't support our lighting textures
Updated credits with some missing names in Character/Beastie voices
---------NEW SINCE PREVIOUS EXPERIMENTAL---------
Beasties returning from Away Games now have their plays properly checked and cleaned up for any hacks or patch changes.
Improved line spacing in Beastiepedia menus
Fixed an issue with the final boss softlocking sometimes if auto-mode was enabled
Fixed some issues with damage preview calculation, specifically so that Thriller properly predicts Jazzed damage again as intended
Added and fixed a crashing issue with wandering Beasties being added to the map
Fixed Jellibat/Froofulks recruit condition to respond to "full restore" effects such as those from Doze or torch Pass
Adjusted Jellibat's metamorph condition to trigger a little bit sooner on average
The Speedrun Timer no longer counts time spent processing AI actions, since this varies greatly between devices
Improved visibility on "Request Favors..." button in the Contacts menu
Fixed a certain character's reaction to Rally during the final match sequence so they only react to one stack at a time
More prevention for obscure crashes
Fixed an issue with Beasties being shown incorrect plays to learn via Favor in Clown Mode
Removed a phantom interaction with Craig after exhausting all of his dialogue
If the user's monitor resolution doesn't match an existing preset, a new resolution preset is added to match it
Added safety checks to avoid loading corrupted settings files; previously for some unfortunate players this manifested as the game crashing on startup

Many other fixes were added in a mid-December patch, which I documented here!
Other fixes are... still coming! Gosh darn, this game is big. Why did I make this game so big?!

Thank you for playing. It means the world to me and the team. :)

Help us Test New Experimental Balance Changes!

We've uploaded a large new patch to the PC/Steam Deck build on the Experimental Branch! This patch features sweeping experimental balance changes. We'd highly encourage PvP-minded players on PC and Steam Deck to test out the new changes and give us your feedback on them! The best place to find opponents and discuss PvP changes is on our official Discord!

NEW FEATURES
Sport Detail View option which keeps sports matches in "detail view" at all times. We don't recommend this for most players, but some advanced players requested this...
Freeze Camera accessibility setting, which removes world-bending effects, keeps the camera very static, and force-enables to above detail view setting. In effect, visibility in the game is reduced in a few places, but camera motion is minimized, which should make the game easier to play for those with extreme motion sensitivity.
The title screen now has a fancy little news box! It may even link to patch notes like these sometimes; Wow!

BALANCE CHANGES

We've made a large number of changes with the goal of improving the game balance at advanced PvP levels.

[h3]Feelings[/h3]

Tender: Changed the description wording

[h3]Traits[/h3]

Protector: When triggered, increases Spirit POW by 2 stages (up from 1 stage)

Ambush: When triggered, boosts POW by 2x (up from 1.5x)

Goofy: Sideways attacks now do x1.5 damage (up from 1.3x)

Protean: Now works for both POW and DEF boosts. If you boost a single POW stat, it will boost all POW stats. If you boost a single DEF stat, it will boost all DEF stats.

Dauntless: Removed from the game.

Fearless: Now also prevents Stressed. Removed from Daredillo, given to Supilero as a recessive trait.

Heavy: Now known as Steadfast. Also now prevents opponents from lowering their stats. Steadfast replaces Dauntless for Waglash and Riplash.

Flee: Shooga and Supassum now get this as a recessive trait.

Power Forward: Added back to Armantis!

(New!) Self-Assured: Stats can't be increased or decreased (by any source). Radillo and Daredillo now get this instead of Fearless.

[h3]Plays[/h3]

Reach Shot: Changed the description wording

Energized: POW increased to 45 (up from 15)

Hex: Causes only 6 Tired now (down from 8 Tired)

Set: Can only be used if the ball is hittable (aka "under control"). This is more in-line with how setting would work in real life, if Beastieball were real of course.

(NEW!) Slide: Body attack with 75 POW. POW x1.5 if user MOVEs or SHIFTs before the attack

Thriller: POW increased to 60 (up from 55). Changes to JAZZED from the previous patch made Thriller unintentionally weaker. This causes Thriller to be somewhat more in-line with easy to use Spirit attacks.

[h3]Combo Plays[/h3]

Blitzwift Rival:

- POW x 1.5 if the user just MOVED or SHIFTED

[h3]Movesets[/h3]

Musselbound

- Removed: High Five

Woollie / Fetcham

- Removed: Torch Pass

Kaleidarn

- Removed: Doze, Set

Servitt / Servace

- Added: Counter (via level-up)
- Removed: Burnout

Noizard

- Removed: Cyclone

Scrubbub / Grubiron / Beetlback

- Added: Battle Cry, Updraft, Clear Field, Call Out
- Removed: Dive

Waglash / Riplash

- Added: Launch, Trait Dance

Petula / Flowish / Orgella

- Added: Shake Off
- Removed: Tough Front

Skibble / Skorock / Boldlur

- Added: Pump Up

Gremlur

- Removed: Cyclone

Radillo / Daredillo

- Added: Slide, Overpower

Leobro / Broslidon

- Added: Slide

Punkchirp / Magpike

- Added: Slide, Kneebender, Net Rush, Steal

Maraptor

- Added: Slide, Kneebender

Blitzwift

- Added: Slide

Sprecko / Bongus / Surgus / Illugus / Shloom

- Removed: Set

Axolati / Hopsong / Hopra

- Added: Faith
- Removed: Set

Grazada

- Added: Set

Crawlurk

- Removed: Set

Mudslee

- Removed: Set

Yamyth

- Added: Burnout, Turnabout

[h3]Stats[/h3]

Goofsder

- Body POW: Increased to 90 (from 85)
- Spirit POW: Reduced to 30 (from 40)
- Mind POW: Increased to 85 (from 80)
- Body DEF: Increased to 55 (from 50)
- Spirit DEF: Increased to 100 (from 95)
- Mind DEF: Increased to 85 (from 80)

Turogue

- Spirit DEF: Increased to 83 (from 40)
- Mind DEF: Reduced to 40 (from 83)

Turtaneer

- Spirit DEF: Increased to 94 (from 45)
- Mind DEF: Reduced to 45 (from 94)

Tortanchor

- Spirit DEF: Increased to 115 (from 55)
- Mind DEF: Reduced to 55 (from 115)

Skiffrig

- Body POW: Reduced to 20 (from 23)
- Mind DEF: Increased to 69 (from 60)

Magpike

- Spirit POW: Reduced to 21 (from 31)
- Body DEF: Increased to 50 (from 40)

Platypulse

- Spirit POW: Reduced to 51 (from 66)
- Spirit DEF: Increased to 85 (from 75)
- Mind DEF: Increased to 120 (from 115)

Cherrily

- Spirit POW: Increased to 55 (from 50)
- Spirit DEF: Reduced to 90 (from 95)

Mistic

- Body POW: Reduced to 15 (from 20)
- Mind POW: Increased to 85 (from 80)

Skulkapi

- Body DEF: Reduced to 50 (from 89)
- Spirit DEF: Increased to 89 (from 50)

Armantis

- Body DEF: Increased to 80 (from 75)
- Mind DEF: Decreased to 70 (from 75)

Grazada

- Body POW: Increased to 55 (from 45)
- Mind DEF: Increased to 65 (from 55)

Handicoot

- Body POW: Decreased to 43 (from 45)
- Spirit POW: Decreased to 22 (from 25)
- Body DEF: Increased to 52 (from 50)
- Spirit DEF: Increased to 68 (from 65)

Debugly

- Body POW: Decreased to 45 (from 55)
- Spirit POW: Decreased to 20 (from 25)
- Body DEF: Increased to 79 (from 74)
- Spirit DEF: Increased to 65 (from 60)
- Mind DEF: Increased to 91 (from 86)

Maraptor

- Body POW: Increased to 89 (from 84)
- Spirit POW: Decreased to 19 (from 29)
- Mind POW: Increased to 87 (from 82)

[h3]New Mechanic: Receive Weariness[/h3]
This mechanic is not explained in the game, and probably never will be as it's quite obscure.

How does it work? If the same Beastie receives any attack 7 times in the same point, then that Beastie will begin to take 10 bonus damage from each successive attack, starting with the 8th. On the 17th receive, they will always take 100+ damage, ensuring the point ends.

This interaction will almost never come up in a typical game where both players are trying to win. We evaluated matches with slow-moving stall-focused teams, and even in these sorts of games, the same Beastie would rarely or never receive an attack more than 7 times before the point ended by some normal means. However, in extreme edge cases, this ensures that all points end somehow, eventually, no matter what and that no player is ever able to create a game state that never ends.

Other Fixes and Changes since the previous patch notes
Reduced the price of higher-level Jerseys
Away Teams now appear more often after defeating all Ranked coaches
Adjusted the layering on Dread field effects so that Beasties' stamina isn't covered anymore
The variable Power of some attack plays are now correctly factored into visual effects and recruit conditions
Refactored how Beasties from past encounters are saved and stored for future rematches. For players updating from old versions, this might mean that some Beasties you've encountered before this update will have a slightly different appearance in subsequent matches (ie. the color of Kaz's Beasties might change, etc). However this change significantly improves performance and reduces save file size for players with a lot of playtime.
Adjusted mouse selection of overlapping Beasties in sports matches
Raremorph Beasties that are discovered via rumor from Indie are now properly randomized (previously all were generated from the same starting seed, resulting in similar vibes, colors, etc)
Fixed having the correct Beastie as the server at the beginning of Kaz's new Sports Problem. Before this fix, the puzzle wasn't conventionally winnable.
Adjusted controls displays while on Steam Deck to never show mouse input options
Changed crash behaviour on Steam Deck so that crash data is submitted without requiring mouse clicks
Enforced online features being disabled when playing in Clown randomizer mode
Fixed an issue where item sorting wasn't properly saved/loaded
Fixed issues with Diggum hills / Weald ball shrooms, which could spawn Beastie clones if a players quit and reloaded after recruiting a Beastie found within.
Changed how Beasties spawn from Trash bins to be in line with other special spawn objects. Trash bins now sparkle when they contain a raremorph, and if you save/load in front of a trash bin it remembers the Beastie that was inside. Trash bins also now contain Beasties more often than before, and will always shake if they contain a Beastie. (Previously there was an issue stopping them from shaking until they were hit with trash).
Rivals Combo Attacks now display the attack type the corresponds with the Beastie using it. Previously the attacks were changing type based on the user, but not updating the type that was displayed, causing confusion for some players.
Fixed an issue with boss team generation in Grand Expeditions, which made far fewer varieties appear than we intended. Bosses in Expeditions will now be much more diverse.
Fixed buzzing sound and slowdown when checking certain map icons in Randomizer modes
Reese now warns you if you attempt to set a radar when one is already active
Repeatedly asking the same character for favors now displays their dialogue each time, rather than only the first time
Changed certain conditions for a certain event you can do with Platypulse to make it work with "High Five"
Changed the wording on Skulkapi's recruit condition
Adjusted to ensure the correct message displays when the player is recruiting multiple Beasties and has recruited all of them, OR run out of usable jerseys.
Changed how secondary attack effects are resolved on point win, such that Beasties with Superorganism now still are affected by secondary attack effects on point-ending hits
Changed how Keyboard/Controller configs work to be more robust and enable setting ESC/Select as an input
Fixed a broken scene ending that could occur after beating a late-game boss in Ironman mode
The game window now centers itself anytime resolution updates/changes, to prevent the window from going off-screen and becoming inaccessible
Fixed a few story flags on scenes around Valerie Stride so her introduction doesn't happen twice in certain story routes
Changed some story phone conversations to not occur if the player crosses certain story progression thresholds while already registered for the Crown Series
In Ironman mode, gifts that would contain jerseys now contain water instead. In previous versions, these gifts were set to appear as if they'd already been opened, which confused some players.
Adjusted Marlin's AI in Ironman mode to prevent softlocks if the player begins the tutorial boss match with a wiped Beastie
Added a double confirm when the player presses "back" while recruiting a Beastie in the Grand Expedition if they already have 5 beasties in their squad
Fixed movesets on some Beasties in Tower Tourney/Draft Challenge which were missing
Fixed movesets on Beasties in Tower Tourney/Draft challenge being broken in Randomizer modes
Fixed "Sports Problem" Beasties movesets being broken in Randomizer modes
Removed the "Victory Option" from Draft Challenge matches
Removed an invisible "Skip Drafting" button from the initial draft in Draft Challenge
Beasties recruited in the Draft Challenge now only know the exact 3 plays they have equipped, and no others
Prevented opening the Team Order menu in Draft Challenge or Grand Expedition when the player doesn't have any Beasties
Fixed an issue where skipping one Sport Problem would automatically treat the subsequent ones as skipped as well
Removed an extra space added to player's team name when their descriptor is left blank
Adjusted sizing of Beasties/bonds displayed on a Beastie's detail page, so that they don't obstruct important info
Added more safety checks to prevent players from double-triggering the Draft challenge, resulting in a crash
If a Beastie with the "Launcher" trait is previewing a Sideways attack, the preview now correctly shows the attack as going straight instead
Fixed a few issues with private lobbies getting desynced during different disconnection states
Added a timer to the Team Rotation/preview which precedes PvP matches
Adjusted the display of a Beastie's coached % so that there are no decimal places
Fix for some plays not being learned by level-up when using an item at a Gym and skipping scenes very frequently
Away Teams that were downloaded in older game versions but are no longer compatible in newer versions are now silently removed, rather than lingering on the player's map forever
Removed an old debug sign from the entrance to a post-game area
Added a small number of extra reactions/interactions/lines in dialogue for certain obscure situations
Adjusted some Beastie pose animation states to remove some weird stutters and ensure Beasties are in their Wiped pose after being wiped out by an attack
Added and fixed a bug where the damage calculation of Airblast and Launch wasn't based on the correct Beastie position
Added and fixed a bug that made some Combo Attacks usable when they shouldn't have been, and unusuable when they should have been
When a Beastie attacks with Airblast, and is forced off of the field (ie. by Cyclone) before the attack lands, the attack no longer gets the net power bonus, making it more consistent with other attacks
Fixed player respawn positions when interacting with environmental effects such as wind
Fixed typos
Changed wording in several places to have consistency on the Rutile Preserve's name (which was sometimes called a "reserve" instead).
Changed the color used to represent Grazada for stamina bars and other UI elements
Adjusted layering on some player customization beards
Adjusted some area layouts to fix weird area transitions, collisions, and camera issues
Some areas were changed a bit more substantially; one puzzle in Eburbean Cavern has been completely redone. Too many other changes to remember/list them all!
Removed debug file output related to networking, which should improve PvP performance for some players
Fixed a softlock that could happen in the tutorial if a Beastie with Launcher is chosen as a starter
Added more safety checks to hopefully prevent some common crashes
Found and fixed one more potentially major memory leak
Added a safety check which disables shadows when the game is run on very old GPUs that don't support our lighting textures
Updated credits with some missing names in Character/Beastie voices

Many other fixes were added in a mid-December patch, which I documented here!
Other fixes are... still coming! Gosh darn, this game is big. Why did I make this game so big?!

Thank you for playing. It means the world to me and the team. :)