Full notes
Full Brawlhalla update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Compatibility
Community Request
Made hitboxes stick around for 4 frames so that it is easier to see moves that alternate hitboxes frequently.
Readjusted the new capsule hitboxes on lots of powers (list below).
Powers
Sword Air Side: Actually lets you jump during recover this time. For real.
Sword Air: Hitboxes are now the same size as the Sword Air Down (wider and shorter).
- Sword Air SideSlightly increased hitbox size, the swings were moved slightly closer together, and the first swing got a little more Force.
Sword Down: Hits more upward and has slightly longer stun time (in comparison to our last patch), hits more consistently on both swings.
- Katar SideSlightly increased time to hit.
- Katar Air DownReduced damage.
- Blasters Down HeavyAdjusted hitbox.
- Blasters QuickAdjusted hitbox, reduced damage.
- Blasters Air DownAdjusted the direction of impulse so that it will combo into the second part of the attack better.
- Lance QuickAdjusted hitbox.
- Lance DownAdjusted hitbox on lance down.
Unarmed Down: Shortened animation to match duration of hitboxes better.
- Unarmed QuickReduced damage.
- Unarmed HeavyAdjusted hitbox on.
- Unarmed Air DownReduced damage.
Gameplay
Changed the scaling for how much speed affects movement powers (slightly slower at the high end, slightly faster at the low end).
Art
Adjusted the sfx on the Rocket Lance's Air Neutral so that it would not become disconnected from the exhaust.
Added new fire animation to rocket lance's neutral air attack; new animation has much less fire fall-off.
Fixed an issue were Sir Roland's Sword's Special effects were playing behind by 1 frame.
Beta Version 1.5.2 Patch Notes: http://steamcommunity.com/games/291550/announcements/detail/225513259867575145
Source
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