Full notes
Full Brawlhalla update
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What changed
- Maps
- Gameplay
- Fixes
- Balance
Legend Differences
Better Stats
Stats no longer directly oppose each other making them easier to feel in game.
Strength - How hard you hit your opponent. The higher your Strength the farther and faster your enemies fly when you connect.
Dexterity - How fast you attack. The higher your Dexterity the more quickly you can land attacks and the faster your attacks charge.
Defense - How quickly you recover from a hit. The higher your Defense the faster you stop moving after being hit.
Speed - How quickly you move. The higher your Speed the faster you can zip around the map.
2 Weapons
Each character now has two melee weapons they can use in combat.
Picking up a weapon drop randomly gives your character one of their two weapons.
What weapons a Legend uses are displayed as icons on the select screen and Legend info screen.
New Weapon
Spear has been added as our first new weapon!
Thrulk, Nai, and Hattori use the Spear.
Stabby stabby!
New Legends
Captain Thatch has been added to the roster!
Hattori has been added to the roster!
Both are now playable by everyone during Alpha.
Pirates vs. Ninjas go!
Community Requests
Players can now vote for the level they want to play on in Custom Online games!
Up to two players can join a match together from one client in "Online Brawl" mode.
Updated alternate colors to be less monochromatic.
Dialed up gravity and max fall speed to reduce the floatiness feel.
Pressing up on the controller no longer jumps.
Both attack buttons activate the summoning horn.
Fixed the edge case where the online host wouldn't be the first player resulting in not having the correct selection choices (you can no longer 'kick' yourself).
Bots recover better when in danger of falling off the map.
Bots now wander instead of standing still while waiting for targets to spawn.
Gameplay
Online players that leave games get converted to easy bots.
Players can now rejoin games in progress.
"Brawl Online" games always generate a 4 player game filling in slots with bots as needed.
You now come off the bottom of a ledge with velocity pushing away from the wall and facing the proper direction.
You glide around corner ceilings now instead of just bouncing off.
Players can now influence the angle at which they get hit based on what direction they are pressing when it happens.
Down attacks on soft platforms should be significantly easier to pull off.
Improved item physics code.
Non-explosive thrown items now have an air time bonus damage multiplier that increases the longer an item is airborne, and resets when an item bounces.
Decreased the bounciness of the sword. Sword no longer sticks in walls.
Items should never hit or explode on players who dodge at the same time and go off without an impact.
Items thrown horizontally are now thrown slightly upward so that they actually look more flat.
Improved thrown power collision code.
Unarmed players can now catch thrown items that are considered dangerous (i.e, they can hit you) if timed properly by pressing Quick Attack right before being hit.
Changed threshold when an item is dropped.
When you drop a weapon from a hit, it flies off in a similar trajectory.
You can no longer charge a throw while wall sliding.
Bouncy Bombs and Spike Balls can now be ejected from players' grips as easily as the VALKRI summoner. They were previously as difficult to lose as weapons.
Players
Source
Changelog.gg summarizes and formats this update. How we read updates.
