Full notes
Full Brawlhalla update
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What changed
- Balance
- Gameplay
- Workshop
- Maps
- Fixes
- Server
Community Request
Hitboxes now use capsule collisions instead of rectangles for improved accuracy.
Adjusted hurtboxes on ground pounds and other offending attacks to be more accurate. This should result in more logical priority for those attacks.
Mac support for Pro Ex controller.
Updated icon for So Salty taunt.
Slightly decreased floatiness at the top of jumps.
Powers
- Lance Down HeavyReduced Force slightly.
Lance Quick Side: Shortened time to hit.
Lance Quick: Slight reduction in Force on final hit.
- Lance AirAdjusted animation and hitboxes relative to hurtbox, decreased hit window, increased recover time.
- Hammer Side HeavyReduced Damage and Force slightly, reduced final hitbox size and hit window, reduced recover time.
- Hammer DownReduced time to hit, increased stun time.
Hammer Quick: Now has taller hitboxes on first two hits.
- Hammer Air SideSlightly increased Force, can now jump during recover time.
- Katar Down HeavyReduced Force slightly.
- Unarmed Ground PoundReduced time to hit.
- Unarmed Side HeavyIncreased hitbox size, reduced time to hit, reduced hitbox duration, can move during recover.
- Unarmed DownIncreased Force, can jump during recover.
- Unarmed QuickSlightly reduced Force on final hit.
- Unarmed Air NeutralSlightly reduced Damage.
- Unarmed Air SideSlightly increased Force.
- Sword Ground PoundDecreased time to hit.
- Sword QuickExtended time to hit and reduced Force on final hit.
- Sword SideReduced hitbox size, Damage, and distance traveled.
- Sword Side HeavyReduced hitbox size, reduced time to hit.
- Sword DownRetimed and rehitboxed, increased Force, decreased Damage, is steerable once it leaves the ground. Can now jump during recover.
- Sword Air SideDecreased Force, increased minimum Force to make power more effective on the edges of the map. Retimed and rehitboxed. Increased the downward angle slightly on second hit. Can now hit with both swings. Can now jump during recover.
- Sword Air HeavyRetimed and rehitboxed. Increased recovery time, but can jump sooner out of attack. Decreased Force, increased minimum Force. Angle of final hit is more dependent on target position.
- Sword AirIncreased Force, increased time to hit.
- Sword Air DownIncreased Force, increased time to hit. Can now jump during recover.
Spear Air: can now jump during recover.
Spear Air Side: can now jump during recover.
Spear Air Down: can now jump during recover.
- Scarlet Boiling PointReduced hit window, Damage and Force fall off faster. Increased minimum Force.
Gameplay
Attacking out of dodge now takes slightly longer.
SpikeBalls, Bombs, and Mines will all fall out of your hands after one hit.
Damage and Force on weapon throws normalized. Spear is still slightly faster than other weapons, but not as much so, its damage and Force are lowered to balance.
Reworked item throwing mechanics slightly.
Initial speed is 15% higher, and max speed for full charge is 15% lower.
Items stop being dangerous/active earlier when decelerating.
Weapons aren't so bouncy off the ground/walls.
Throwing upwards while falling should be easier.
Items thrown straight upwards don't travel quite as far.
Art
Hammer Side Heavy sfx will now stay in one location even if the attacker is moved.
Fixed torso alignment in pistol jump animations.
Hattori now has hit-react animations on her special attacks.
Cleaned up Cassidy's Hammer sfx by removing some trailing elements.
Got rid of fx on the kick in Thatch's special, and lowered opacity of the sword recovery attack.
Tweaked the torso in the Pistol's Ready animation to be less skewed.
Added revised fx to Hammer Down Quick.
Added new hit-reacts for Sentinel's specials.
Improved Trail effect behavior under network instability.
Source
Changelog.gg summarizes and formats this update. How we read updates.
