We're back! And we're rollin' up to the moon in the 5.2.0 update. We're introducing a few hype things: A totally redone Tavern, re-rolling of all equipment via Oyun's Rerolling Cauldron, a new tier of items we're calling 'Special', and an entirely new dungeon called the 'Alien Outpost' that is available via a new mini-boss named SPECIAL AGENT.
We've also got some exciting news for the future!
Update: 5.2.0 Release Date: 7/26/2024 tl;dr: New developer, item rerolling, new dungeon, entirely remade Tavern, new tier of equipment, fixes, new mobile options, and more!
Major Changes
New Developer
We've got some exciting news to share! We'll soon be adding a new developer to the team. We're not ready to reveal who they are but we're excited to see what they're able to do! We'll be having them focus on bug fixing and quality of life improvements for the first few weeks as they learn the codebase.
Future Updates
With this patch we're hoping to get back to weekly or biweekly updates so that we're always moving forward! Our new developer will surely help with this and the future is looking bright. Thanks to all of our players for riding with us.
Item Rerolling
The in-game tooltip will describe this feature better than we will here but item rerolling will be a great glory sink for everyone! Affixes make equipment stronger and more appealing.
Alien Outpost
Our first new dungeon since re-releasing the game on all platforms! Head up on to the moon after fighting a new miniboss goat named SPECIAL AGENT. There is unfortunately no change in gravity on this metaverse moon but pretend there is!
Tavern Remake + Shop Price Reductions
Kyle, Nolo, and Jmn set out on a mission of creating a brand new Tavern. Nolo made most of the sprites. Jmn designed the entire layout with some inspiration from Kyle. Pocquette made it lively with NPCs and will add a swath of new interactions in an upcoming patch! We're incredibly proud of how this turned out! We created over 300 new assets for the Tavern and hope everyone enjoys it as much as we did.
Tavern
Added premium skins for every class. Premium skins come with particles!
Added multiple new skins for Gladiator and many other classes
Added Lumberjack Gladiator skin. Thanks @Mira! @Jmn finalized the skin and touched it up
Added new animated hats
Added new custom NPCs with awesome idle animations for each shop
Added Independence Day event items to Mammon's shop in the northern part of the Tavern. These were meant to come out on July 4th but we missed the release window by a little. They'll be available for 1-2 weeks.
Added livelier NPCs to the Tavern (NPC Update Part 1). Pocquette made a video showcasing the cool tech he made for the NPCs if you'd like to watch it here: https://www.youtube.com/watch?v=150t0cuk6jg
Part 2 will bring additional NPC interactions & NPC types
Shop Price Reductions
We've gone through and changed every single shop item to be more friendly to free-to-play and paying players alike! Let us know what you think. We know a lot of you will be excited about the backpack price changes! Skins Regular (Shop/Advanced- Dungeon) 600 → 499 Special (Event/Expert+ Dungeon) 1000 → 899 Premium (Particles) 1200 → 999 Pets Regular 700 → 599 Premium (Idle Animation) 1100 → 899 Dyes Small 50 → 30 Large 100 → 30 Emotes Regular 100 → 45 Hats Regular 50 → 30 Animated 100 → 45 Misc Backpacks 200 → 99
Community Team Applications
We'll be vastly changing the Community Team on Discord and are looking for new active discord members! Feel free to apply at this link: https://tally.so/r/wvBebD
Changes
Enemies
Reduced Aspect of Conquest speed in various Circling phases
Dungeons
Reduced density of trees outsize Hazy Grove playable area
Removed lighting from Hazy Grove Fireflies to help FPS on low-end machines
Butterfly Woods' arrow traps now deal 10% mana damage instead of 10 dmg/10 mdmg
Reduced Rampant Citadel's Cecil base HP to 77000 from 90000
Reduced Rampant Citadel's Rampant Bishop base HP to 100000 from 110000
Shrine of Devas bosses' Invulnerability durations greatly reduced during/between phases
Shrine room distance to idols reduced to 5
Shrine of Devas bosses' Health increased to 90,000 base
Shrine of Devas' Crimson Asura confuse projectiles now Pierce Entities
Shrine of Devas' Verdant Asura Big Green Arrow Damage reduced to 250
Darza's red phase now has longer breaks in-between each fired projectile
Slightly increased play-space in Ancient Ruins' Cici arena for maneuverability fitting of the difficulty
Slightly increased delay between projectiles for Ancient Ruins' Green Cici's Stationary Claw phase
Decreased Maximum Fireballs shot during Ancient Ruins' Blue Cici's fireball phase 14 → 10, Angle Gap between projectiles raised 25 → 30
Slightly reduced maximum Projectile Speed of Ancient Ruins' Blue Cici claw projectiles
Reduced Ancient Ruins' Dominus Lightning projectiles Curve from 80 → 65 degrees
Slightly increased delay between Ancient Ruins' Dominus' Lightning projectiles in every phase they appear
Items
Desert's Fang main projectile damage increased from 70-90 → 80-130, secondary projectile RoF increased .4 → .5, third projectile 0.09 → 0.1
Crosier's no longer incorrectly apply Blessed to self
Tiered Crosier Mana Cost reduced as tier increases, t0 → t6: 70-150 → 70-130
Fixed an issue where Betraying Hex wasn't dropping properly
Tiered Quivers have received a refresh: tighter projectile spread, lower projectile count, higher damager per projectile, longer Slowed duration, lowered cooldowns
Doobius Blazius Bleeding level increased 1 → 3
Decorated Desolation has received a refresh similar to Tiered Quivers, less projectiles (3 total, 2 arcing), higher damage per projectile, shorter cooldown, longer Weak duration
Tiered Whips have received a refresh: 2 projectiles, arcing in opposite directions and meeting in the middle. Increased damage across the board, all cooldowns reduced to 2.5s
Darloc's Spite has gained a second projectile, mana cost reduced slightly, cooldown reduced, wind-up time reduced, projectile speeds post wind-up increased, Tether/Bleeding duration decreased
Tempest: Fury removed, Healing and Invisible duration changed to 3.5s, Projectile Slowed Duration increased to level 2, Projectile Damage increased 200-280 → 280-360, Mana Cost increased 100 → 110
Tiered Helmets damage increased across all tiers 15-150 → 20-200, Cooldowns standardized to Effect Duration +1.5s, T6 Effect Duration decreased 5.5s → 5.0s
Quickmarch Barbute Cooldown reduced 4.5s → 4.25s
The following items have been adjusted from Unique to Special:
Vestal Fortitude
Aether Circlet
Sophie's Blessing
Blazed Titan
Mobile
Mobile minimap will now be zoomed out by default. We hope this will allow for much easier teleporting for mobile players.
Mobile world scale zoom out max has been changed from 63 to 40. Hopefully this helps with the sight issues so many players have reported.
Mobile guidance arrows now respond to player offset instead of staying in place.
Mobile in-world buy buttons have returned to mobile to make the process easier. You will be disconnected to the main menu to purchase.
Hats sold in packages no longer say Single Use when they are Unlimited Use
Attainments
Fixed an Attainment giving much more score than it should have
Hazy Grove no hit can now be completed with more than 1 player
Hazy Grove no hit now rewards a title
Affixes
Fixed projectile count affix modifications not appearing on tooltips
Changed 'Veterans' t4 Axe Affix to 'Attuned', awards 2 Mana On Kill + 3% Damage (Axes only previously had 1 MoK affix)
Shiny Talisman Affix renamed to Sparkling
Wrath Affix "of the Prideful" Armor and Speed penalty reduced 21 → 13
Premium Packages
Added Worm Pack
Added Alien Supporter Pack
Added Starter Package
Removed the following packages: Rampant Supporter Package, Ancient Supporter Package, Infested Supporter Package, Spooky Package, Hunter Package, Geraldine & Frank Package. These will return in the future but we're making way for the new packages we added!
Loot v6.6.0
Dungeon Drop Rates have been increased across the board (upwards of 20%)
Loot Rates across the board have been, for the most part, significantly buffed (upwards of 25% or higher)
Very few Loot Rates not receiving a buff were ever-so-slightly (~1% - 5%) nerfed or untouched to conform to new number scaling
Specials have been added or adjusted to the following loot pools:
The Void
The Reach
Harbinger's Oblivion
Alien Outpost
Butterfly Woods
Primal Marsh
Outback Hunt
Chasm of Dread
River Maze
Tradable hat cosmetics have been added to the following loot pools:
Darza
Reaper
All Dominion Events
All Expert boss & miniboss types
All Advanced boss types
All Experienced boss & miniboss types
All Intermediate boss & miniboss types
All Beginner boss & miniboss types
Valuable bag types now persist for 300s in-world instead of 120s
Unique
Special
Relic
Trinket
Cosmetic
Other
Updated essence sprites to reflect their bosses
Added support for all hat types to be worn at once! You can wear a regular hat, front, and back hats all at once now! This should allow for some very interesting combinations. Let us know what you think.
Added a new interactable way of trading NPCs. You used to have to interact with NPCs via the Nearby Character trade menu. This was very confusing to new players and unintuitive for everyone. Now, each NPC has an object that when in range will be able to be interacted with to start the process!
Objects changed on-screen should no longer have pop-in effects if enabled in user settings
Remove all unlinked accounts. The game has been out on all platforms for some time. We gave notice way back in 2019 that all unlinked accounts would be inaccessible. That time has finally come and they're all gone!
After a long wait, we are thrilled to announce a game that is at least THREE TIMES bigger than our last update (in content, not file size lol).
We have worked tirelessly for months to bring you the Defendron we always envisioned.
We hope that player who were previously discouraged will rediscover the joy and excitement in the brand-new Defendron.
Without further ado, let's dive into the changes!
Highlights
The update primarily focuses on the core characteristics and uniqueness of Defendron.
We have introduced many new modules that not only enhance the towers but also work together to create vast number of combinations and strategies for you to explore!
We have also added all acts and levels, bringing the total to 25 unique levels with various challenges and layouts.
This is not the end of Defendron's development, as we have countless new ideas that will make the game even better!
Stay tuned for more information about our future goals!
Changelog
Acts
Added all 5 acts, each with unique challenges, environmental hazards, and visuals:
Topside Takedown
Digital Domain
Neon Nightscape
Steel Shakedown
Toxic Wastes
Towers
Changed tower unlock progression
Gameplay
Added endless mode with infinite scaling
Added 13 new boss sprites
Tower Enhancements
Rebalanced towers
Increased Ion Blaster base damage
Increased Plasma Emitter base damage
Decreased Skywatcher max level module sockets count
Decreased Laser Whip base damage
Decreased Plasma Emitter max damage
Capped Chrono Trap slow percent to 65%
Changed Plasma Emitter default targeting option to First
Essence Replenisher can add additional buff when replenishing based on luck
Added a new Omnitron tower: A tower focused on modules slots, allowing you to experiment and play with different module combinations
Modules System
Added 30+ new modules
Completely revamped the modules system
Some modules are dependent on luck
Added 4 new module combinations:
Trail modules
Aura modules
Infusion modules
On-hit modules
Modules Workshop
Addes modules workshop with reforging, disassembling and upgrading modules:
Reforging a module will grant a new one with the same rarity
Disassembling module grants two lower rarity modules (Common modules cannot be disassembled)
Upgrading two modules of the same rarity modules will grant a higher rarity module (up to Mythic rarity, only obtainable by upgrading)
Level Selection
Improved level cards:
Added a statistics ribbon
Added a rewards ribbon
Added level statistics
Quality of life
Added an inventory panel displaying all currently unequipped modules with a count beside the backpack icon
Added an option to target only certain path colors in levels with multiple paths
Added accessibility option to turn off Defen tips
Fixes
Changed the save file extension with backward compatibility
Fixed many localisation bugs
Fixed bug with Essence Replenisher adding debuffs to nearby towers when replenishing
As per feedback received, I've been very hard at work revising the control scheme for the game. With the new control schemes it might feel a bit easy, so feel free to bump up the difficulty a bit.
I might add settings for a static control scheme if the dynamic one proves to be annoying, just needed to keep a scope!
Also, trying the game on my SteamDeck I realized how annoying it had to be to hunt down the on-screen keyboard, which could represent a softlock for some people. Thanks to the GODOT community, I found a great solution to that problem.
Dynamic New Control Scheme!
Traditional one-handed control scheme remains
You can now use the mouse to aim, to play with mouse and keyboard. If the mouse is left idle, it'll revert to the one-handed scheme in a few seconds
You can now use the right stick of your controller to aim (twin stick shooter style). Revert to mouse control by clicking
Added
Reticle
Onscreen Keyboard
Changes
Revamped Pause System (less buggy)
Revamped Range System for Ship Weapon
Rebalanced Time Reversal Engine
Pushing through Greed Stages will increase the stakes but you'll reach the point of diminishing returns... Figure it out
Bugfixes
Now if you lose by going negative time, it'll finish the game correctly
Vortex despawning correctly on finished stage transition
Some old bugs and lots of new bugs introduced along the way
If you experience any bugs or anything, feel free to send me a message or post it in the Community hub (now that I know that exists, I'll be checking!)
Players now get 1 starting item at the start of the game.
More Customization
Improved customization for new games. You can now optionally pre-generate the initial locations, starting quest, inate abilities, starting item, and passive skills. You can re-roll these generations individually as many times as you want. You can also manually edit the fields, although editing the starting item or innate abilities is restricted to creative mode due to being OP.
Moddable world presets can also include these new fields. Sometimes you might choose to predefine some of the options for a preset, such as some ability names or a starting quest you find interesting. However, in many cases, you may want to leave these fields empty, which indicates that they should be AI-generated at the start of each new game (to increase variance and replayability).
Easy exporting of world presets
Moddable world presets have been updated to a more future-proof format, though the game should still support old versions. You can also export your current preset as a new json file, which provides a much easier way to create customized presets to share with others.
Improved location generation
In the case of pre-generating initial locations, you can optionally provide additional instructions to the AI. This can greatly influence how it generates the locations. A demonstration of this is included in the pre-bundled preset “UC Berkeley” which replaces “College”. In this case, I instructed the AI to generate real-life locations, and it did so successfully (including Top Dog, La Burrita, Cheeseboard, Sproul Plaza, and various other restaurants and campus locations).
Visual Improvements
Updated fonts to be consistent and made the Auto-Generate button more prominent to encourage its use.
ComfyUI Custom Workflows
Logic for how the game uses ComfyUI has been expanded to allow custom workflows. Instructions in the readme file inside the model-params directory.
Today, we're releasing a patch that includes an update for the language customization feature and some minor bug fixes.
Language Customization Patch
First, we've added French, Russian, Spanish, Korean, Japanese, and Simplified Chinese to Bingle Bingle. We've also refined the existing English translations for clearer expressions!
The added languages were prioritized based on popular demand. However, the current translations are in beta and provided as examples. Since machine translation was used, please understand if the quality is not perfect. Report any problematic text to us, and we'll strive to improve the translations.
How to Add Translation Files for Unsupported Languages
0. Before starting, note the path for the KnittingGames folder as follows: 1) For Windows: "user/appdata/roaming" 2) For Linux: "home - *show hidden files* - .local/share"
1. Create a folder named after the language you want to add (let's call this language "Binglian") in the knittinggames/binglebingle/language directory.
2. Inside knittinggames/binglebingle/language/Binglian, create GameText.json and language.json files, and add a font file [e.g., ttf, otf].
If you create a folder with a name that exactly matches the spelling of officially supported languages in the current live version settings—English, French, Spanish, Korean, Russian, Japanese, Chinese—the embedded fonts in 'bingle bingle' will be used. Therefore, there will be no issues even if the font is not included in the language folder. However, if you create a folder with a different name, even for the same language (e.g., japanese(0.4.1)), it will be considered a new language, and font files will be required. So please ensure that you include font information and files if you are not using a folder name that exactly matches the in-game language name. This is essential for proper functionality.
3. Populate the language.json file with character data. (Be sure to refer to the provided link.)
<Here's an example of a language file for Binglian> { "code": "BGN", <- This is the code used to classify the language. Feel free to enter any value. "name": "Binglian", <- Ensure this matches the name of the folder you created. "huge": { <- Enter one of the sizes: huge, large, medium, or small. (Each language file must include data for all four sizes: huge, large, medium, and small.) "name": "Fontname.ttf", <- Enter the exact name and extension of the font file you added. "size": 10, <- Adjust the font size as needed. "xAdjust": 0, <- Adjust the x-axis position of the text. "yAdjust": 0, <- Adjust the y-axis position of the text. "widthAdjust": 0, <- Adjust the letter spacing. "heightAdjust": 0 <- Adjust the line spacing. } }
4. Next, fill in the translation contents in the GameText file. (Refer to the provided link.)
<Here’s an example of the Normal Ball English file translated into Korean for version 0.4.1. (Ensure the version you enter matches the currently installed version!)>
English Version { "code": "TokenSide.NORMAL", "version": "0.4.1", "name": "Normal Ball", "shortName": "Normal Ball", "description": "Rolls a ball.", "activeDescription": "Rolls a ball. Its value increases by {pointColor}5{clearColor} per ability level.\n({pointColor}{levelValue}{clearColor} points)" }
Korean Version { "code": "TokenSide.NORMAL", "version": "0.4.1", "name": "일반 볼", "shortName": "일반 볼", "description": "볼을 굴립니다.", "activeDescription": "볼을 굴립니다. 능력 강화 시 가치가 {pointColor}5{clearColor} 증가합니다.\n({pointColor}{levelValue}{clearColor} 포인트)" }
5. Run the game, change to the newly added Test version in the options, and restart Bingle Bingle.
6. All done! Now you can play Bingle Bingle in the new language!
How to Modify Already Supported Languages
Modifying a supported language follows a similar process to adding a new translation file, but you can easily make changes by applying already translated data from the provided link. Since the font data is embedded in the game, you don’t need to add font files separately for modifications. In the language.json file, you only need to enter the language code and name. Use the translated data from the link for the GameText.json file.
*Important Notes*
*Make sure the folder name in the new path matches the language name in the language.json file* *Ensure the version data in the GameText file matches the latest version (0.4.1 as of writing)* *If you want to use a different font from the ones already in use, follow the method for adding a new language.*
We will provide examples of the GameText and language json files separately on the Bingle Bingle Discord channel below. Please check the link for detailed information!
- Fixed a bug where the Trickster ability would crash when activated in the Portal Pocket. - Fixed a bug where the Dwindling Rose Drink would not change the bet type even after being modified. - Fixed a bug where the game would crash upon death in the tutorial.
Due to spending more time than anticipated on the language patch, the update originally scheduled for early August will need to be postponed to the late August. We kindly ask for your patience a little longer.
Added new tiles Left Rotator and Tireboost Heater.
Added new element called "heat" which can be gained through the new tile Tireboost Heater. Heat basically scales your tireboost, but is expended each turn based on how much tireboost was active and yellow.
Added sandbox mode to singleplayer.
Fixed bug where small percentages rounded to closest whole number.