Full notes
Full Brawlhalla update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Store
- Gameplay
Meet Val, the Gauntlets and Sword wielding android, and latest Legend to enter Brawlhalla! In patch 2.25 we also have a number of features that have been promoted from test features to game mechanics, improvements to replays, new test features, and a number of balance changes. We hope you enjoy!
New Legend!
Val has entered Brawlhalla! Weapons: Sword & Gauntlets Stats: 4/5/6/7 Skins:
Hardsuit Val - Faceless. Remorseless. Also functions as a WiFi hotspot.
Kunoichi Val - A whispering in the trees, a breeze on your cheek, and then it’s too late.
New Taunt!
The Flex - What would Bajheera do? Hit ‘em with The Flex!
Community Request - Replays
You can now use your mouse to control the camera during replays. Right click toggles the camera lock, mouse up zooms in, mouse wheel down zooms out, and left click and drag to pan the camera.
You can now frame step with a controller during replays. Use the right stick left and right to step back and forward, and use the right stick up and/or down to pause/play.
New Game Mechanics (From Recent Test Features)
After a lot of testing, feedback, and discussion, we’ve decided to move a number of test features live. While we’re confident that these changes are good for the game, it doesn’t mean we’ll stop listening to feedback. Continue to let us know what you think, and we’ll continue to keep pushing the boundaries of Brawlhalla.
Weapon Spawn Changes
Weapon spawns will now alternate weapons on pickup.
Item spawning will not spawn more than two gadgets in a row.
Second spawn is always a weapon.
First spawn is a weapon and always spawns in the middle.
Clashing
Changed the rules for clash tie breaking so that grounded moves beat air moves. Slide charges are treated as ground moves. Gravity Cancels have higher priority than air but lower than ground. Previous tiebreakers (Strength, Damage) have been removed.
Speed Dodge
After some discussion we’ve decided to consolidate the terms ‘chase dodge’ and ‘momentum dodge’ into a single term - ‘Speed Dodge’. ‘Chase’ and ‘momentum’ refer to the different methods used to enter a ‘Speed Dodge’ but the result is always the same. This should clear up any confusion in current and future patch notes.
Speed Dodge Forgiveness: Landing a hit will allow you to speed dodge even if your dodge is on cooldown. Getting this speed dodge cannot lower your current cooldown. e.g., you can’t use it to get rid of extra cooldown from a gravity cancel. You can only get Speed Dodge Forgiveness once per cooldown period.
Canceling a Speed Dodge into an attack grants up to 10 invulnerability frames during the attack's startup frames. The invulnerability ends the first frame after a hitbox comes out.
Added a 14 frame delay after being hit before dodges are eligible to be Speed Dodges. This will prevent players from getting the momentum dodge bonus because of velocity from recently being hit.
New Test Features
We are exploring ways to encourage 2v2 teams to chase down enemies in 2v1 situations. This test feature makes hitting your teammate less lethal.
In 2v2 only 75% of Variable Force is applied to teammates.
This
Source
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