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Cannon Brawl

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Community Announcements - petey
After over a year of improvements, fixing, and tuning we're locking down a final release date. On September 19th we'll be flipping the switch from Early Access to final release.

We could not have done it without the help of all you Early Access players. Your feedback has been invaluable in making Cannon Brawl the best game it can be.

We're also headed to PAX this year as part of the indie MEGABOOTH. Stop by if you're attending!
Community Announcements - petey
Assuming no new lobby related issues crop up with this build, I’ll be defaulting people to joining the lobby on game start up one week from now in a silent update. Thanks also for reporting all your crash, it helps me get them fixed!

Features/Improvements

  • UI art pass on the lobby!


Tuning:

  • Reduced fall damage slightly
  • Added new land on Lava Desert map to allow better defense of your HQ


Fixes:

  • Attempt fix for the ‘right click’ join game crash on friend invite lobbies
  • Fixed bug where a building with over 100hp would not be killed from water damage
  • Fixed lobby visibility issues with friend invites and leaderboards
  • Fix for various rare crashes around matchmaking running in the background
  • Fixed sound bug when taking over an enemy building with a bank with no other targets in range
  • Fix issue where matchmaking in background would occasionally match a campaign level
  • Attempt fix for rare issue where bank takeovers could get out of sync
Community Announcements - petey
Just a quick update to fix some bugs and incorporate a lot of new tuning. The rest of the tuning feedback will come in another update.

Improvements:

  • Added an (*) to the lobby overlay and chat tab that indicates when new chat has arrived but hasn’t yet been read.
  • Profanity filter is a bit less aggressive. Also added an option in the settings menu to disable it.


Tuning:

  • Bank bribe amounts changed to 20/25/30
  • Bank bribe range per level reduced
  • Bomb bots no longer do reduced damage vs. Fortified Mines
  • Bomb bots now cost 60 instead of 55 and cooldown set back to 17/18/19
  • Increased level 2 Cannon Tower cost to 60 from 55
  • Increased mountain maker cooldown to 19/21/23 from 18/19/20
  • Decreased Prince heal rate to 6hp/10s from 7hp/10s
  • Increased King shield ring cooldown to 35s from 30s
  • Increased Taskmaster cooldown to 50s


Fixes:

  • Attempt fix the crash where no error dialog appears - let me know if you have any crashes where it says "Cannon Brawl has stopped working" this after updating!
  • Fixed some crashes in nightmare mode
  • Fixed some crashes in lobby chat and scrolling through users
  • Fixed crash if you played for a long time and made too many mountains
  • Fixed issue where chat window couldn’t be closed if opened after opponent left the game
  • Fixed issue where the initial building spot count was different for red and blue on the Forest map
Community Announcements - petey
Welcome to the next update in our beta phase. Thanks everyone for all the feedback, we’ve got a new batch of fixes and tweaks, as well as a first step toward a global multiplayer lobby. We also did some tweaking to the banks, with the objective of making them more useful during the mid game, and encouraging bribing attack buildings mid-game. They may end up being way too powerful, or way too weak. Be sure to weigh in with a comment and we’ll be hotpatching in new balance changes there.

Features:

  • First pass on the activity lobby. Press J to join it from the main menu, from here you can see who is online, chat to them, and start the quickmatch search. While the quickmatch search is running you can hide the lobby and do other stuff like play the campaign until a match is found! This is still using placeholder art a lot about it could be changed in future updates. There are probably some lingering bugs with this feature, so let me know if you find any.


Tuning:

  • Level 1 drill costs 65 instead of 60
  • Flamethrower no longers destroys extra ground when it dies
  • Shields block mountain maker shots
  • Level 1 sheilds now cost 50 from of 45
  • Reduced demolisher cooldown to 16/17/18 from 17/18/19
  • Reduced demolisher level 1 cost to 55 from 60
  • Banks now generate gold even when on cooldown
  • Increased bank buyout progress to 20/30/40 per shot from 10/15/20
  • Banks now have a range that is upgradeable per level
  • Reduced hitbox sizes for lightning rod and accelerator and changed their life to 7 to help reduce ‘clock-blocking’


Fixes:

  • Attempt fix drill bug where drills could stay on the screen sometimes with a high latency connection
  • Fixed bug where you could build inside a diamond mine on Southern Coast without having dug it out first
  • Fixed some rare crashes
  • Fix a bug where the HQ could be damaged on the final boss without killing the hands first
  • Fixed some network bugs
Community Announcements - petey

We’re excited to announce with this update, Cannon Brawl is now in Beta! Beta marks one of the last remaining steps until final release. The game has come a long way since our launch last year and we’ve added a ton: nightmare mode, puzzle levels, new buildings and pilots, and new multiplayer maps.

Thanks everyone for all the feedback. Cannon Brawl is the best game we’ve ever worked on, and it wouldn’t have been possible with your help!

And now for the notes for this particular build:

Features/Improvements:

  • Added the Knight pilot. Every 45s the knight can heal a building for 5 life and increase it’s maximum life by 5. His buildings will be hard to beat if you stack them with floating platforms and repair centers! He’s waiting in the armory to be unlocked.
  • Added the Lightning Rod building. This is a territory balloon replacement that bestows flames, shots, and lasers a damage bonus if they pass through the lighting rod’s area of effect. The bonus also stacks, so you can set up a path of lightning rods for lots of extra damage. These combo with the missile towers for devastating effect. We’ll likely need a lot of tuning feedback on this one! The Lightning rod is also in the armory.
  • Added Monthly Ranking leaderboard. This leaderboard tracks players ranking activity for the current month. This uses a monthly elo, which separate from your all time ranking. Each month this will reset and the monthly leaderboard will be cleared so you can start anew at staking your claim as the top brawler.
  • Lots of visual tweaks
  • Added a few new sound effects
  • A new quest is now generated immediately after a current quest is completed
  • Added a new quest: Flank the Shields - Destroy shield towers while their shields are active
  • Added a new quest: Three by Three - Win a multiplayer game or Battle vs. AI (insane) with at least three fully upgraded towers remaining. (Thanks to QQTastic for this one).


Fixes:

  • Changed the way sounds settings are saved. This will cause everyone’s volume levels to reset once when they get the new build, but they should save normally afterwards.


Finally, because we've added so much to the game since launch, we're pricing the game at $14.99 for the 1pk and $19.99 for the 2pk. But, we're running a 40% off week long sale at the same time in case you want to get in close to the original price.
Community Announcements - petey
Cannon Brawl is a unique take on artillery games with a real-time twist. Drop war machines from airships along destructible terrain and defend territory. Claim floating islands, advance armies, and punish opponents while taking skill shots in a fun 2D world. Cannon Brawl is approachable, with twenty ramping campaign levels, while multiplayer modes let players test their skill and battle for glory.

Cannon Brawl is the next evolution of the artillery genre and now you can play it on Mac as well as Windows!




Give Cannon Brawl a shot and post your feedback on the forums!
Community Announcements - petey
Quick update today, but a major change to the beginning of the game:

Features/Improvements:

  • Big overhaul on the mainmenu, awesome all new art and animated intro sequence to the title screen. This give some added atmosphere before you even get into the game.
  • New terrain art half of the puzzle levels


Fixes:

  • Gamepads should now work on mac (attempt #2)
  • Fixed bug where you could build in the ground on the forest map
Community Announcements - petey
This build update is focused on fixing bugs and improving performance.

It is a significant update because of two reasons:

1) I changed a good chunk of network code to help fix the shield vs grenade launcher bug and fix some rare and outlying de-sync issues. In my testing worked well...but it's a large code change so it's possible (though hopefully unlikely) there are new bugs. Let me know if anything gets fishy during networked games.

2) Lots of mac bugs are fixed (thanks all for reporting them) including the hang on mission complete and the gamepads should now work. If you tried it on mac, give it another go!

Anyway, here's the full notes:

Features/Improvements

  • You can now scroll individually through the leaderboard and press A or Spacebar to open up to that users steam profile page.
  • Various performance improvements


Fixes:

  • Fixed bug on mac where game could hang after campaign missions
  • Fixed bug on mac where game could hang after first quest screen
  • Upgraded to MonoGame version 3.2 for the mac build, which fixes other various issues.
  • Gamepads should now work on mac
  • Reworked shot network multiplayer code to help fix divengent behavior when shots impact shields right as it goes up. This ended up changing a lot of code, there could be more issues still, let me know if you find any.
  • Fix bug where players online was always 0, even if more people were online. This is actually due to a steam sdk call failing (it’s very rare there are ever 0 people online). Valve fixed their issue so it should now work again.
  • Fixed possible crash on warship level
  • Fixed bug where options buttons were showing on top of leaderboard UI
  • Fixed bug where gamepad would control the game when the steam overlay was up


In our next update we'll be back to adding new stuff!
Community Announcements - petey
Features/Improvements

  • Added 10 optional puzzle levels into the campaign. Removed the ‘challenge levels’ menu option, since they are now integrated on the campaign map to help improve pacing. Instead of 20 intense battles in a row you’ll get some puzzle levels sprinkled in between (you’ll notice the puzzle levels as new purple dots on the map). Beat them to unlock XP to spend in the armory. Let us know what you think!
  • New UI pass on player status and ready states during army selection


Tuning:

  • Increased driller cooldown to 75 seconds
  • Decreased driller blast radius
  • Decreased grenade launcher range
  • Increased grenade launcher cooldown to 16 from 14
  • Increased building platform health to 7 from 5
  • Decreased frost dmg down by one per level
  • Lowered frost tower range slightly
  • Decrease king shield regen time to 30s from 35
  • Increased cooldown bonus reach range on accelerator
  • Reduce’s uncle damage back to 7, lower cooldown to 35s


Fixes:

  • Fixed shift not working on mac
  • Error messages on crashes will now show up on mac
  • Fixed a crash in nightmare mode


Thanks for all the tuning feedback and bug reports!
Community Announcements - petey
Features/Improvements

  • Added a new pilot, the Driller, who can destroy a chunk of ground around their airship every 60s as an active ability. Use this pilot to drop enemy buildings that are sitting on precarious edges, or use them to make edges more precarious! This pilot is unlocked in the campaign, if you’ve already beat the campaign you’ll automatically have access.
  • Added a new pilot, the Banker, who gains 1g per 5 seconds per economy building out on the map. Stack them with gold mines and banks for maximum gold output. The Banker can be unlocked from the Armory.
  • Added a new building, the Fortified Mine, it costs more than a regular mine, but has additional health and heals buildings around it over time. The fortified mine can be unlocked from the armory. This one could be tough to balance, so let me know what you guys think after you’ve tried it in battle.
  • AI will now try to use Prince, King, Task Master, and Minionette powers actively
  • Improved AI target selection (it now prefers not to attack targets that require lots of digging to get to)
  • Improved AI higher level decision making regarding building vs upgrading


Tuning:

  • Pilot active abilities can not be used within a small radius of the enemy HQ.
  • Adjusted gold mines on The Lava Desert multiplayer map such you can no longer zone out the enemy diamonds by building on the exact center build spot.
  • Reduced building platform health to 5 from 10
  • Increased range on all levels of the mountain maker
  • Increased Uncle’s damage to 10, and his ability recharges in all territory, increased cooldown from 35 to 40
  • Increased Prince’s heal rate from 5hp/10s to 7hp/10s
  • Reduced cannon costs to 45/55/90 from 45/60/95
  • Minion now does 50% more terrain damage (up from 35%) and takes 75% less fall damage (up from 50%)



Fixes:

  • Fixed bug where if you upgraded a laser while firing it would not do the correct amount of shield pulses
  • Fixed bug where shot whistle continued while shots went off screen
  • Fixed bug where quest UI would stay on the screen if it was visible while accepting a friend invite
  • Fixed bug where in rare cases a building built on top of a just destroyed building platform could also be destroyed
  • Fixed issue where AI would stall out trying to dig to a diamond mine with a cannon that couldn’t reach it
...

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