"Uncover the fate of humanity’s final outpost as you survive and explore a thrilling world of floating islands and soaring beasts. Brave the skies on your own or assemble a squadron of your friends as you scavenge scrap to engineer and upgrade flying vessels while bringing your airbase along for the journey."
Today we're extremely excited to finally be revealing ATMOSFAR, the next Apog Labs title and a dream and vision of ours for roughly the past year and a half. ATMOSFAR is a sky-high odyssey set on an alien planet of floating islands explored by flying crafts and a mobile airbase as you uncover the fate of your collapsed colony.
First, head over to the ATMOSFAR website to orient yourself. Secondly, if you haven't check out the trailer yet, you should do so immediately here:
We're currently in the process of launching all platforms where you'll be able to follow the development progress and it might take some time to get everything up and running; please bear with us and keep the blue side up!
The Great War: Western Front's powerful soundtrack will underpin your experience on the front and the greater theatre of war. Join award-winning Composer & Audio Director Frank Klepacki as he reveals the process behind creating the sound of the game.
Inspired by classical composers of the era, Frank Klepacki used a traditional orchestra of one hundred musicians to create the music for The Great War: Western Front. In the video, he explains the techniques used to match the emotions players will feel throughout the game. He then goes on to describe other ways the tone and expression compliment the experience such as using calmer music at the theatre level and pre-battle stages while intensity increases during combat.
Pre-order The Great War: Western Front now on Steam and the Epic Games Store, ahead of its launch on March 30 and be sure to follow us on Twitter and Facebook for more news and reveals from Petroglyph and Frontier Foundry. Buy the Victory Edition to receive a copy of the soundtrack among other digital extras!
Here's a few more refinements to the powertrain updates on the experimental branch. Did a big stabilization pass in this one too.
Additions
The driver will now attempt a hill start on inclinations greater than 5 degrees. This should let you get going again after braking to a halt on a slope. The RPM the driver will go to before entering 1st gear will increase up to the upshift RPM as the inclination increases.
Added undo-redo support for the engine and transmission designers. This also works when loading individual engine/transmission blueprints.
Undo/redo now logs which action was undone/redone.
Changes
Increased engine torque at lower RPMs.
Adjusted wheel collisions to be closer to the centre of all wheels on an axle, instead of at the suspension connection point.
Renamed engine design RPM property from 'Max RPM' to 'Safe limit'.
Reimplemented engine RPM limiter design, should be less janky now.
Made the Unity logo splash screen background fully black.
Fixes
Fixed turrets being considered [Not Connected] when placed on the central seam of a compartment split down the middle (like a pike-nose).
Ensured no designer processes are running outside of the designer. Was resulting in the ability to move track wheels in photomode.
The track belt now disappears correctly when there are no roadwheels in the track.
You can no longer exit the designer without any roadwheels.
Power preview in the engine designer now takes the torque curve into account.
Cruise control now resets when returning to the designer.
Fixed custom battle team setup save & load GUI not automatically disappearing when leaving the custom battle screen.
Roadwheel spacing slider no longer displayed with interleaved wheels, as it didn't do anything.
Fixed cannon balancing tip being partially cutoff.
File-editing notes: Numbers are no longer clamped when loaded from a blueprint. This makes things simpler on my end and lets you see file-edited figures in-game.
Thank you for your activity on Discord and other communication channels. We have fixed many bugs and made some changes to improve the gameplay.
We made some changes in the game mechanics as we said in the previous post - if you want to continue playing with old saves - please play with version 1.0.213 because the latest version of the game may have some problems with old saves, to play with old saves and an older version of the game - you can use a branch with this version, below will show how to change the branch on Steam. If you want to try a new build and start the game again - just update the game to the latest version and start a new game.
How to change Steam branch: Select Properties => Betas => oldbuild (Old build for save compatibility)
In the next update we plan to add new content and features, stay tuned - there are a lot of interesting things to come :)
Added: - added waiters; - added mystery barn for those who supported the game on Kickstarter and purchased Mystery Key; - ability to sell ingredients from the fridge; - added two separate ingredient shortage notifications on the cafe counter; - Added five new tables;
Fixed: - Conducted a lot of waiter tests and fixed a lot of waiter problems; - Fixed an issue with the "Fulfill 20 Orders" task; - Fixed an issue with kitchen workers using broken kitchen equipment; - fixed an issue where workers would freeze and not show up in the Management window; - when the equipment broke - sometimes sparks did not appear - fixed; - after "Catch Rats" task - they no longer appeared - fixed; - cockroaches did not appear after the player turned off the homeless man in the game settings; - problem with completing a task at a fast food festival, the task was not completed; - sometimes the waiter would give the wrong order; - problem with reaching a new restaurant level; - sometimes the kitchen worker would give the order instead of the waiter; - characters now don't get stuck in tables; - balance of garbage appearing in the restaurant's trash can; - problem with the "Repair anything broken in the restaurant" task indicator; - at the time of the "Install Smoke Sensors" task. - player could sell installed smoke detectors, and the counter of installed detectors did not change; - if installing a coffee counter before the task and selling drinks or desserts, the task breaks; - balance in marketing work; - problem with completing a task related to restroom equipment; - problem with completing a task related to the soda machine; - fixed a critical problem where the game froze for a moment when a customer was giving an order to the cashier; - level 4 from the post office - it was impossible to complete the task 100%; - removed the green indicator from the window displaying the current amount of ingredients; - problem with duplicate new mail notifications in the mail; - problem in calculating the amount of payment on invoices; - problem with setting up items, sometimes it was impossible to set up an item in a vacant space; - customers getting stuck near the soda machine; - Problem with installing an air conditioner or TV on the wall near the restroom; - a problem with installing a jukebox; - balance the appearance of new customers; - balanced the performance of the workers you hire with the help of a realtor; - reduced the size of the cafe counter, it was taking up too much space and didn't look realistic;
But today our dear Early Access players, we already have something for you: a new Deep Dive with all the information about the 1.0 update!
Since this is a pretty big article, it has been separated in two: Deep Dive 1.0 (this one) and Patch Note 1.0. You can read the full Patch Note here (it's long, like very crazy long):
Drawing ever closer to the end of magic, the Commander heads to Glintfein for the final ritual.
Glintfein is the 5th and final map of The Last Spell, unlocked after beating Elderlicht, and bringing a conclusion to the story.
Glintfein is the hardest map in the game, spanning only 7 Nights. Be prepared: these Nights are extremely intense, and you will have less time to upgrade your town and heroes. Some of these Nights might even hold a few surprises…
The town that gave name to this map has been completely corrupted by the Mist, and has become a deserted wasteland. When you start a run, only the Magic Circle and a few cheap defenses are present.
Fortunately, since the Commander expected this battle, Glintfein starts during a production phase, and with a much needed package of starting gold and materials. What will you build or buy before the first Night?
Corruption is rampant in Glintfein, and seems to have altered the very fabric of this plane. How will the ever shifting corrupted objects affect your defense?
This map has a lot of other surprises in store for you, especially when it comes to the boss.
Here’s a little tease of something you might encounter during your run. What do you think it does? Should you kill it or run away?
TUTORIAL
The Last Spell is a game with a steep learning curve and a lot of mechanics. In order to enhance the new player experience, we have revamped the tutorial popups at the start of a campaign.
Each popup is now dedicated to one mechanic, and popups are spread out through the entire tutorial. It’s always better when you have some time to process each bit of information!
Some mechanics that were not explained before, like Corpses, Bosses, Wounds, or even the use of [Left Alt] are now introduced to newcomers.
Players who have already completed the tutorial may still be presented with a few popups that trigger on specific events outside the tutorial map, e.g. on the world map or the first boss encounter. Just click on OK and it will not show up again!
The “How to Play” section has also been revamped. If you aren’t sure of how something works, you can check it out.
NEW ENEMY: KINDLED
Common enemies like Dodgers or Plated are designed to teach the impact of different defensive attributes on enemies. Additionally, it creates Nights or moments where some Heroes will be more effective than others, which can challenge the player’s strategy.
Resistance was the only defensive attribute that didn’t have its dedicated low tier enemy, but now this has been changed! Meet the Kindled: a monster with very low Health but a whole lot of Resistance!
Kindled are balanced similarly to the Plated, which means that you will be able to one shot them easily with the correct damage type (magic), but may have a harder time with other damage types, as long as you don't have resistance reduction. The roster of basic enemies is finally complete!
ACHIEVEMENTS
We know you were waiting for it! Steam Achievements have been added, as promised for the full release. We tried to limit the number of “super hardcore” achievements, exploring all the different mechanics and aspects of the game instead in order to keep them diverse. We hope all completionists can have some fun hunting them down!
BALANCING
A well balanced game is something that we’ve always been aiming for: strategic gameplay can only flourish if all options at your disposal are noteworthy. For the 1.0 release, our goal was to cement the balance of the game into a state where only minor tweaks would be necessary in the future: since the Early Access is over, we don’t want to make any big reworks anymore.
This patch contains balance changes on nearly all aspects of the game, but the biggest one is the weapons. We have been registering feedback on weapons for a long time, and have tweaked pretty much all of them., in an attempt to bring them all on the same power level.
For the weapons that were considered too strong, we mostly reduced their potency in the late game: by limiting explosive effects such as Momentum or Multi-hit, for example. Since most of these weapons were strong because of one or two skills, it also allowed us to buff their other skills, so they shouldn’t feel “nerfed to the ground”. We also reworked Momentum a bit, by making it easier to build up, but limiting its maximum damage output.
For the weapons that were considered too weak, we tried to buff them in various ways: giving them higher damage, more utility… Here too, we tried to have a better balance between the different skills of each weapon, as we didn’t like the fact that some weapons were played solely for the use of one skill. Another thing we noticed is the fact that skills with only buffs or debuffs (Acid Spray, Weakening Touch) are often deemed too weak, so we buffed them generously.
We also made a lot of significant balance changes on other items: Armors, Off-hand weapons, Potions and Scrolls should bring more interesting options than before, be it because they are stronger, or just cheaper to use.
Additionally, we also tweaked some Omens, Perks (especially Blood Magic, which has a cool new feature!) and the difficulty of maps. The full (as full as possible!) list of changes can be read further below, in the full patch notes.
QoL
As usual (actually, even more with the 1.0 target in sight!) we tried to fit as many quality of life changes to improve the overall experience. Here is a small (yet very exciting) sample, the remainder can be discovered further in the full patch notes.
Attack information panel is clearer, and shows Crit data
The attack information panel has been reworked to be clearer. The final values of the targeted enemy’s Resistance and Dodge (i.e. modified by the various factors coming from the caster/hero, like Accuracy, Res. Reduction, Magic Damage, etc.) are now displayed directly on the top-left of the attack panel, instead of “sneakily” modifying the values shown on the enemy’s panel attributes.
In addition to that, a line has been added under the Final DMG to show the crit chance and potential damage, because this definitely plays a big part in decision making!
Item comparison is more accurate than ever
Item comparison has been improved to make skill previews more accurate. When hovering over an item in the shop or stash to compare it to your currently equipped item, we would previously use the current attributes of the Hero for the skill previews of both items.
Here’s how it functions now:
The item that is already equipped uses the current attributes of the Hero
The item that is being hovered (in your stash, shop or rewards) will use the current attributes of the
Hero, add the attributes of the new item, and subtract the attributes of any items that would be unequipped by equipping this item.
Here is an example with two very similar bows that show different values in damage and range for the preview of Power Shot, since they have different attribute bonuses.
Perks planner
You can now plan your perk build on the perk tree using the right click! This is only a visual cue to remind you what you want to do with a given hero, it doesn’t do anything by itself, but it helps A LOT to remain consistent with your plans.
Obviously this is saved/loaded with your run, otherwise it wouldn’t be that dope…
Oraculum Filters & Sorting
Added Filters and Sorting options in the Oraculum
Temple & Mana Well feedback improvement
Visual feedbacks for the Temple and Mana Wells have had a lot of small improvements. To name a few:
Restore action now show the same regen icon as potions when you would use them on a Hero
A similar icon has been added for actions that increase an attribute
Feedbacks are shown on all heroes when hovering an action that would restore all heroes, but is attenuated for heroes that already have full Mana/Health
Feedbacks are shown both when hovering a hero on the field or by hovering their portrait in the top right
“Compare gear with” now shows the weapons
You can now see the active weapon set of each hero in the comparison drop down
We hope we've got you excited about the 1.0 release tomorrow! On our end, we sure are! Thank you for reading and thank you for helping us making The Last Spell the way it is.
The keybinds dedicated to skills, as well as the ordering of those skills in the skillbar, have been heavily reworked: it allowed to separately bind weapon skills, equipment skills and contextual+perk skills, while also ensuring a more robust positioning of individual skills over the course of a run. This grants a far better control when using hotkeys to cast skills!
Note: as a result of the heavy changes on the actions mapping, we had no choice but to reset all the keybinds.
The perk points count will now show “MAX” when the maximum number of perks has been reached.
Dialogues in the Oraculum can now be skipped by pressing Escape.
Entering the Oraculum when there is no narration is now faster.
The options menu now has a scrollbar and is easier to navigate. As a result some settings have been moved around.
Tooltips have been added to most of the settings in order to clarify what they do.
Added an option to manually force which type of device should be used for inputs (default: Auto).
Added an option to display the maximum value of AP (e.g. 7/10 AP), Move and Mana on the main HUD when a hero is selected, as well as on the portraits list (default: OFF).
Added an option to always display the AP, Move and Mana values on the portraits list, instead of only when being hovered (default: OFF).
Added an option to hide keyword explanations in tooltips (default: OFF)
Added an option to show keybinds in the skillbar (default: ON)
Added an option to disable the automatic centering of the camera when selecting a unit outside your screen (default: OFF)
One can now manually center the camera on the currently selected hero by clicking their portrait in the main HUD, clicking their portrait in the portrait list, and/or using the hotkey dedicated to the selection of that hero a second time.
There is also a dedicated keybind created for that if needed (unassigned by default).
Added an option to enable camera edge panning (default: ON).
Added an option to enable camera edge panning when the mouse is over UI (default: ON).
You can now see the range of your defensive buildings directly when hovering them.
It is now possible to skip end-of-map cutscenes, after watching them once.
The construction limit for a given building/group of buildings (shown in their dedicated tooltips, in construction mode) is now displayed in red when the maximum has been reached.
Improved the “Workers” panel in the Commander’s Journal: it has been split into 2 distinct sub-entries, one for the building actions with a worker cost, and the other dedicated to “free” building actions.
Removed the right-click behaving like [Escape] in the world map and Oraculum.
Streamlined a bit the flow when recruiting a new hero and placing them in the world: the game won’t re-open the Inn popup anymore, and the new recruit will be automatically selected.
ATTRIBUTES
Momentum
The bonus damage given by Momentum now caps at +400% (meaning that a Momentum attack will, at most, deal 5 times more damage).
New Skill effect, No Momentum: Using a skill with “No Momentum” will not increase the Momentum bonus. No Momentum has been added to the following skills: “Teleportation” (Warp Crystal), “Teleportation scroll” (consumable), “Blink” (perk) and “Warp” (Warp Gate). All other skills count towards the Momentum bonus.
Stun
The modified stun chance of skills (Stun chance of the skill + stun attribute, before taking Stun Resistance into account) can now exceed 100%.
For example, if you have a skill with 60% Stun Chance, and 50% in the Stun attribute, you will now have 110% Stun Chance instead of 100%. This means that, when hitting an enemy with 80% stun Resist, you will have a 30% chance of stunning them, versus 20% before.
Please note: The bounds of the Stun attribute itself remain unchanged.
Heroes (and ONLY Heroes) will now gain immunity to Stun for 1 Turn after getting stunned.
Attribute bounds
Health: 50 Min, 750 Max -> 50 Min, 1000 Max
Mana: 5 Min, 140 Max -> 8 Min, 140 Max
Move points: 1 Min, 17 Max -> 3 Min, 17 Max
Level Ups
Mana: 5/8/10 -> 7/12/15
Mana Regen: 3/5/6 -> 3/4/5
Resistance: 4/7/9 -> 5/8/10
Momentum: 5/8/10 -> 4/6/7
Equipment
Mana, Mana Regen and Momentum bonuses have been rebalanced in accordance to the level ups changes.
Action Points random affixes are now more scarce on low level items, and slightly more frequent on high level items.
Multi-hit random affixes will now only drop on items level 2 or more, with their frequency increasing with item level.
Traits
Mana and Mana regen bonuses have been rebalanced in accordance to the level ups changes
WEAPONS
All native attribute bonuses on weapon variations have been tweaked to better match the current balance of attributes, and sometimes swapped for different ones more consistent with the weapon’s skillset.
Sword
Base DMG at level 0: 80-101 -> 65-80
Slice (Skill 1):
Momentum: +5% -> +25%
Dash (Skill 2):
DMG x1.3 (104-131) -> DMG x1.65 (107-132)
Blade Rush (Skill 3):
DMG x1.3 (104-131) -> DMG x1.65 (107-132)
Hammer
Base DMG at level 0: 100-129 -> 109-129
Crush (Skill 2):
Range can now be modified by the Hero’s Skill Range attribute
DMG x0.6 (69 average damage) -> DMG x0.85 (101 average damage)
Opportunism Multiplier: x2.0 -> x1.3
Stomp (Skill 3):
Secondary effect Stun Chance: 60% -> 75%
Now also applies a Stun to the main target with 75% chance
Axe
Shred (Skill 1):
Removed Inaccurate
Axe Boomerang (Skill 3):
Increased the size of the AoE from 5 to 7 tiles
DMG x1.3 (105 average damage) -> DMG x1.4 (113 average damage)
Dagger
Base DMG at level 0: 65-84 -> 78-90
Backstab (Skill 1):
Isolation Multiplier: x2.0 -> x1.75
Perforate (Skill 2):
Replaced by a new skill, Throwing Dagger
Throwing Dagger (Skill 2):
Cost: 1AP
Uses per turn: 2
Range: 1-4
DMG x1.3 (109 average damage)
No Block
Throwing Daggers (Skill 3):
Renamed to Poison Daggers
DMG x1.0 (75 average damage) -> DMG x0.6 (50 average damage)
Multi-hit: 3 -> 4
Poison: 25 DMG (2 Turns) -> 30 DMG (3 Turns)
Two-Handed Sword
Thrust (Skill 2):
DMG x0.8 (76-103) -> DMG x0.75 (71-97)
Momentum: +20% -> +15%
Charge (Skill 3):
Cost: 1 AP, 1 Move, 1 Mana -> 1 AP, 1 Move, 2 Mana
Sledgehammer
Base DMG at level 0: 115-157 -> 110-140
Hammer Strike (Skill 1):
Range: 1-3 -> 2-3
Stun Chance: 40% -> 30%
Follow Up (Skill 2):
Range: 1-3 -> 2-3
Added Opportunism Multiplier: x1.3
Mega Stomp (Skill 3):
DMG x0.9 (122 average damage) -> DMG x1.0 (125 average damage)
Added Debuff: -33% DMG (2 Turns)
Ground Smash (Skill 4):
DMG x1.0 (136 average damage) -> x1.1 (138 average damage)
Great Axe
Base DMG at level 0: 75-114 -> 82-123
Leap (Skill 2):
DMG x1.0 (95 average damage) -> DMG x1.2 (123 average damage)
DMG x1.3 (105 average damage) -> DMG x1.1 (100 average damage)
Added Armor Piercing
Lightning Strike (Skill 4):
DMG x1.5 (121 average damage) -> DMG x1.3 (118 average damage)
Druidic Staff
Centipedes (Skill 1):
Uses per turn: 3 -> 4
Acid Spray (Skill 4 -> Skill 3):
Moved to the 3rd skill slot
Cost: 2 AP, 4 Mana -> 1 AP, 2 Mana
Uses per turn: 1 -> 2
Debuff: -100 Armor (2 Turns), up to -200 at level 5 -> -150 Armor (2 Turns), up to -300 at level 5
Bee Sting (Skill 3 -> Skill 4):
Moved to the 4th skill slot
Cost: 2 AP, 2 Mana -> 2 AP, 3 Mana
Hand-crossbow
Base DMG at level 0: 35-50 -> 49-58
Quick Shot (Skill 1):
Removed Move Points Debuff
Added Armor Piercing
Slow Death (Skill 2):
Debuff: -1 Move (3 Turns) -> -2 Move (3 Turns)
Weak Spot (Skill 3):
Removed
Blaze (Skill 4 -> Skill 3):
Cost: 2 AP, 4 Mana -> 1 AP, 2 Mana
Uses per turn: 1 -> 3
Removed Multi-hit
Propagation: 3 -> 4
Pistol
Base DMG at level 0: 70-94 -> 70-85
Pistol Shot (Skill 1):
Momentum: +10% -> +20%
Grappling Shot (Skill 2):
DMG x1 (70-94) -> DMG x1.25 (88-106)
Added Isolation multiplier x1.25
Grapeshot (Skill 3):
DMG x1 (70-94) -> DMG x1.35 (95-115)
Shortbow
Base DMG at level 0: 65-95 -> 75-109
Precise Shot (Skill 1):
Renamed to Straight Arrow
Removed No Dodge
Powershot (Skill 2):
Range: 1-5 -> 1-4
DMG x1.75 (140 average damage) -> DMG x1.45 (133 average damage)
Removed Inaccurate
Rain of Arrows (Skill 4):
DMG x2.0 (160 average damage) -> DMG x1.6 (152 average damage)
Longbow
Watchout (Skill 2):
Range: 1-10 -> 1-14
Dodge buff value increased on higher levels (value at level 5: 40% -> 50%)
Explosive Arrow (Skill 3):
Stun Chance: 50% -> 60%
Crossbow
Base DMG at level 0: 85-105 -> 90-110
Straight Shot (Skill 1):
Uses per turn: 3 -> 4
Heavy Bolt (Skill 2):
Range: 1-7 -> 1-10
Impaling Bolt (Skill 3):
Cost: 2 AP, 2 Mana -> 1 AP, 2 Mana
DMG x1.2 (114 average damage) -> DMG x1.0 (100 average damage)
Added Armor Piercing
Explosive Bolt (Skill 4):
Cost: 2 AP, 4 Mana -> 2 AP, 3 Mana
DMG x1.3 (124 average damage) -> DMG x1.45 (145 average damage)
Rifle
Base DMG at level 0: 120-154 -> 135-169
Rifle Shot (Skill 1):
Added No Dodge
Hip Shot (Skill 2):
Added Opportunism Multiplier x1.25
Assassinate (Skill 4):
Isolation Multiplier: x2.0 -> x1.5
Off-hand weapons
Changed the skills granted by off-hand weapons to the first skill of their main-hand counterparts (except Warp Crystal). Additionally, those skills now cost 0 AP and have only 1 use per turn.
Off-hand Dagger
Throwing Daggers replaced with Backstab
Off-hand Sword
Blade Rush replaced with Slash
Off-hand Axe
Axe Boomerang replaced with Shred
Off-hand Hammer
Stomp replaced with Bash
Off-hand Crossbow
Weak Spot replaced with Quickshot
Off-hand Pistol
Grapeshot replaced with Pistol Shot
Off-hand Magic Wand
Magic Missiles replaced with Sword of Damocles
Off-hand Scepter
Hammer of Faith replaced with Magic Bash
Off-hand Magic Orb
Death Ray replaced with Infect
OTHER ITEMS
Armor
Increased block value on all Shields.
Brace, Fortify & Evasion (defensive skills granted by Body Armors):
Buff value has been increased, especially at higher levels
Uses per turn: 2 -> 1
Trinkets
Meteor Ring
Base DMG at level 0: 40-120 -> 85-135
Meteor Shower:
Cost: 3 AP, 10 Mana -> 2 AP, 8 Mana
Range: 6-10 -> 5-14
Added Vision
Consumables
Potions
All potions:
Range: 0-1 -> 0-3
Range can now be modified by the Hero’s Skill Range attribute
Potion of Health:
Now also applies a Dispel (All Negative)
Restoration values and amount of uses tweaked accordingly.
Potion of Dispel:
Removed
Potion of Stability:
Applies Immunity to all negative alterations (1 Turn, up to 2 Turns at higher levels)
All restoration potions have been rebalanced a bit.
All defensive potions are now stronger.
Scrolls
Scrolls mana cost now scales depending on their level, making them cheaper than before at lower levels.
Added scrolls for the following skills: Axe Boomerang, Poison Daggers, Charge, Super Spin, Grapeshot, Assassinate, Magic Missiles, Hammer of Faith and Bee Sting
Removed scrolls for the following skills: Scorching Wave.
PERKS
Spiky Counter
Base damage: 30 -> 50
Added a -20% Dodge malus
Organic Armor
Conversion rate: 125% -> 150%
Mana Growth
Base Mana bonus: 4 -> 6
Mana bonus per level: 2 -> 3
Mana Collector
Restored Mana per stack: 2 -> 1
Restored Mana cap per turn: 20 -> 10
Shorter Weapons
Added a +20% Reliability bonus
Removed the +10% Dodge bonus
Longer Weapons
Reliability malus: -15% -> -25%
Proximity Shot
Max bonus: +24% Total Damage -> +40% Total Damage
Decreases by tile: -4% -> -8%
Exploit Weakness
Isolation bonus: 75% of Reliability -> 100% of Accuracy
Opportunism bonus: 75% of Accuracy -> 100% of Resistance Reduction
Poisonous
Base Poison: 30 (3 turns) -> 35 (3 turns)
Human Ballista
Range: 1-6 Modifiable -> 2-6 Modifiable
Potion Throw
New Range: 10 -> 15
Runic Gift
Mana bonus per item level: 2 -> 3
Harvester
Every 4 enemies killed: +1 Daily Mana Regen. -> Every 4 enemies killed: +1 Daily Mana Regen, up to 25% of the Hero’s Mana.
Relentless
Whenever the Hero has 3 or less current Move Points and attacks in melee range: Restore 2 Move Points. -> Whenever the Hero has 3 or less current Move Points and attacks in melee range: Restore 1 Move Points, increased by 1 if the Hero kills at least one target.
One by One
Whenever an isolated unit is killed: +4% Damage, or +6% when using Physical Damage, up to 60%. Hitting a non-isolated unit resets the bonus. -> Whenever an isolated unit is killed: +4% Damage, or +6% when using Physical Damage, up to 60%. Hitting a non-isolated unit decreases this bonus by 6%, down to 0%.
Blood Magic
Skills now cost Health instead of Mana (4x original cost). All of the Hero’s Mana is transformed into Daily Health Regen (conversion rate: 50%). -> Skills now cost Health instead of Mana (4x original cost). All of the Hero’s Mana is transformed into Resistance (conversion rate: 30%) and Daily Mana Regen into Daily Health Regen (conversion rate: 100%).
Also, BIG change! From now on, when your Hero unlocks the Blood Magic perk, some Mana-related Perks will now be replaced with Health-related perk with equivalent effects:
Whenever a skill using the Momentum effect is cast: Restore 2 Move Points. -> Every 3 tiles traveled (excluding skills with No Momentum), the next time a skill using the Momentum effect is cast: Restore 2 Move Points.
Mana Shield
Whenever the Hero casts a skill: Buff +X Block (3 turns), where X is the skill’s Mana cost. -> Each 2 Mana spent: Buff +3 Block (3 turns).
OMENS
Omen of Supplies
Materials bonus: 60 -> 100
Omen of Wealth
Materials bonus: 80 -> 135
Omen of Vitality
Health bonus: 25 -> 35
Omen of Rejuvenation
Health bonus: 40 -> 50
Omen of Wisdom
Mana bonus: 5 -> 8
Omen of Mysticism
Mana bonus: 10 -> 12
Omen of Advanced training
Slot cost: 3 -> 2
Omen of Boxing
Slot cost: 2 -> 1
Omen of Second Chance
Slot cost: 2 -> 1
Omen of Restraint
Slot cost: 2 -> 1
Omen of the Wanderer
Slot cost: 2 -> 3
Omen of Opportunities
Slot cost 1 -> 2
Omen of the Vulture
Gain per Corpses: 3 Gold & 6 Materials -> 4 Gold & 9 Materials
Omen of the Outpost
Wooden Health bonus: +30% -> +50%
Omen of the Fortifications
Wooden Health bonus: +20% -> +40%
Stone Health bonus: +20% -> +20% (stays the same)
Omen of the Fortress
Wooden Health bonus: +30% -> +60%
Stone Health bonus: +30% -> +40%
Other defenses bonus: +50% -> +50% (stays the same)
Omen of Sturdiness
Block bonus: 10 -> 8
Omen of Steel
Armor bonus: 25 -> 40
Omen of Craftsmanship
Slot cost: 2 -> 1
BUILDINGS
Production buildings
Production upgrades:
Production + cost: 100 gold -> 120 gold
Production ++ removed
Help building upgrades:
Help + cost: 40 gold (unchanged)
Help ++ cost: 60 gold -> 70 gold
Help +++ cost: 80 gold -> 90 gold
Item Level upgrades:
Item Level + cost: 150 gold (unchanged)
Item Level ++ cost: 300 gold -> 270 gold
Item Level +++ cost: 560 gold -> 500 gold
Mana Well
Gift (3rd action):
Base Max Mana bonus: 3 -> 5
Gift + Max Mana bonus: 6 -> 10
Defences
All defences (walls, ballistas and catapults) can now be placed adjacent to other city buildings.
Warpgate:
Cost: 80 Materials -> 60 Materials
MAPS & ENEMIES
Bosses don’t keep their skills secret anymore: one can have a look at them when selecting the Boss unit, just like regular enemies.
Added short dialogues during boss phases.
Gildenberg
Minor tweaks to Nights 5 & 6 to accommodate for the new weapon balance.
Lakeburg
Minor tweaks to Night 11 to accommodate for new weapon balance.
Minor tweaks to the boss to accommodate for new weapon balance.
The large gates can now be repaired or destroyed
Glenwald
Enemies start slightly stronger than before.
Early waves are slightly bigger than before.
Minor tweaks to the boss to accommodate for new weapon balance.
Elderlicht
Enemies start slightly weaker than before
Early waves are slightly bigger than before
Minor tweaks to the boss to accommodate for new weapon balance.
Additionally, the Soulbound enemies of Elderlicht have been rebalanced.
CORPSES
Corpses have been tweaked to appear more often during early nights while being more controlled in numbers in later nights.
Corpses generation’s internal rules have been modified to feel more cohesive and granular, including Elite Carrions (elite variation to Corpses) generation.
Corpses can no longer spawn inside the Mist.
SOUND
A great part of the game’s sound design has been reworked. Let’s see what has changed:
Ambience sounds have been added to each map even Swampfurt
When there is multiple sounds at the same time, a random delay between sounds will permits to avoid to be overwhelmed by too much sound effects
Fog spawners have new sound effect
The Trophies sound effect has been reworked
Ambience sounds have been added to the worldmap
New sound effect for passing a nex level of panic
New sound effect for the night score
Heroes death has a new sound effect
The magic circle has a nex sound effect when it is destroy
The sound of the broken seal has been reworked
New sounds have been added to menus: the level up sound effect has been reworked & new sound effects has been added to rerolls buttons
The sound design of bosses has been reworked
The sound design of most enemies has been reworked:
The sound design of some (a lot) weapon skills has been reworked
The sound design of some building actions has been reworked
BUG FIXES
The Turbo Mode now stays ON even when a pop-up warning shows up.
The mist censer can no longer softlock the game
The wounded tooltips is no longer displayed on the hero when using a controller
When you are loading a night save, the elites buff stay
When upgraded with “ Specialist” perk, “Quick reload” recharge correctly skills by +1
When you save and reload a run, arrows from “Guess Where” are at the same place
Blockers went to school and from now on know how to leave the fog.
Rippers can no longer eat enemies tier 1 elite, a bit of respect please.
“Specialist” perk does no longer make character sheet stop working correctly.
“Frost Mage Set” and “Priest Set” Can be unlocked as intended… They could be useful.
The oraculum button is correctly displayed when opening then closing the game menu.
When a hero has suffered damage, the “Untouchable” trophy can no longer be unlocked.
The perk “Resupply” now works correctly.
The poisoning UI is no longer taking ALL the screen.
The “Human Ballista” perk does not softlock the game anymore after killing Lakeburg’s boss.
The amount of tainted essence granted by “Soul Harvest” is correctly saved after quitting the night and reloading it.
The Turbo Mode slider no longer shows a huge amount of decimals.
The credits are now displayed correctly.
The perks "Back protection" now work correctly when the hero stands next to a "Jeweler" or Alchemist".
Bounty hunters no longer attack mist censers with charged attacks.
The “Armor piercing” attribute no longer causes problems with the armor bar refresh.
The trap UI no longer remains displayed when you select a skill at the same time.
The "Flexibility" perk now retains the information of what damage type was used by the hero.
When you restore the mana of your hero, the character icon does refresh correctly.
Opening the level up menu with a controller using Y/Triangle does no longer use a reroll attribute charge.
Controllers are responsive again in drop-down menus.
Going back to the main menu after selecting the last entry of a drop-down menu doesn’t break controller navigation anymore.
You can now rotate a skill with a controller.
When you close the option menu with a controller, it no longer show the option window.
With a controller, the cursor has the correct behavior when you are navigating in the map.
With a controller, you can now swap equipment outside of the City Syash tab.
Closing the disclaimer from the main menu no longer makes the controller unable to select anything
The credits and the opening cutscene no longer break the controller.
With a controller, the cursor no longer comes out of the character sheet.
With a controller, spamming A no longer unlocked the first statistic during leveling up without the cursor on it.
With a controller, you can now swap characters after opening the level up interface and switching tab in the heroes menu.
With a controller, the cursor no longer goes everywhere in the main menu.
With a controller, you can now select the “Cycle through new entry” button in the oraculum.
With a controller, you can now select the boundless mode.
Selecting a perk with a controller can be made with the button A with a controller.
With a controller, the D-pad toggle correctly the turbo mode.
Thank you for reading the Patch Note, it was long, but you made it! We will see you all in game tomorrow, everyone is extremely excited at Ishtar Games!
I'd like to report on the recent development progress of "Nandemoya of Flower Street" . Any suggestions are also welcome to discuss in the discussion forum
Feature Updates
The auto-battle feature is now complete! After entering the battle, just press the "auto button" at the bottom right. But whether you can successfully pass the level or depends on the skill arrangement of each character, the game is expected to provide two modes: normal and hard, the hard mode is quite brain-dead oh!
Boss is unwilling to be lonely and wants to make an appearance
In order to make the battle screen more powerful, recently also successfully let the boss can be in the appearance of the dynamic stance from the sky. In fact, this feature has always wanted to do, but because there are other important systems have to be completed first, so the boss can only be left out until now.
Entrustment Release
In order not to interfere with the main plot, every major Entrustment in the game exists as a side story. Mizuho will be the first Entrustment the players will encounter. Mizuho's character trait is a married woman, so... yes, we will be cheating on her. We hope everyone will enjoy it. Mizuho is also the tallest of all the female characters. After all, she is the wife of a wealthy family, so she naturally has a tall and graceful model body. Due to her shy personality, her Japanese voice acting is also very soft, creating a strong contrast with her hidden personality.
Welcome to Luck o’ the Brawl – the time of year where you wear green or you’re gonna get KO’d! We’re celebrating with the new Kern Koji Skin, Pot o' Gold Emote, “In it for the Gold” Title, 7 more seasonal Skins, and other limited-time items. Just follow the four-leaf clovers in Mallhalla.
This patch includes a new Balance Pass ahead of Spring Championship 2023, new Account Level Titles, new Hammer and Rocket Lance combo Challenges, updated Signature reworks in the Experimental queue, game improvements like updated damage color flashes that match your Legend’s health, bug fixes, and so much more!
The Winter Royale is happening this weekend! Earn exclusive viewership rewards by tuning in to the stream and watching the best players from NA, EU, and SA battle to become the 2023 Winter Monarch.
Claim a new free Avatar – Eternal Sports – just by logging in! We're not sure who left it here, but whoever it was wanted everyone to have some free swag. So... enjoy!
Are you ready for the luckiest event in Valhalla? Luck o’ the Brawl 2023 features a variety of lucky goodies to discover. Introducing a new Koji Skin, “In it for the Gold” Title, and Pot o’ Gold Emote! The event also brings a UI takeover complete with main menu music, and +250 bonus Gold at login.
See the below for the full list of Luck o’ the Brawl goodies:
Skins
Kern Koji – “Vikings? No problem. It's the cú sídhe that are causing problems.”
Dragon Hunter Isaiah – “President Coates has a fiery problem that only Isaiah can handle.”
Cú Sídhe Sentinel – “Don’t wait around for the third howl.”
Gallowglass Jhala - “For Glory and Gold! But mostly Glory.”
Dullahan Jiro – “Don’t let him call out your name.”
Merrow Sidra – “Her beauty is only a ruse.”
Ragnir the Covetous – “Steal from his hoard at your own peril.”
Warborn Ulgrim – “Ancient warrior of metal! Bonus: War Pipes spout flames while brawling!”
Emote
Pot o’ Gold – “Your luck is turning around!”
Colors
Lucky Clover Colors
Show off your luck with these green, orange, and gold colors.
Available for every Legend!
KO Effect
KO-Ching! – “It’s the end of the rainbow for your opponents!”
Avatars
Gold Mine Avatar
“Brawling is your business, and business is BOOM-ing.”
An animated Avatar!
Lucky Charm Avatar
“A little bit of luck just for you.”
Purchasable with your hard-earned Gold!
The Luck o’ the Brawl also features:
New free “In it for the Gold” Title Reward for logging on during the event.
Bonus 250 Gold per login!
A UI theme takeover with seasonal music for the main menu, character select and post-match screens!
Follow the clovers in Mallhalla to find the exclusive items.
As a way for us to thank you for sticking around and playing Brawlhalla, we’re introducing new Titles that are given to players based on their account levels. These begin at level 2 and progress until level 100. The following Titles will be rewarded:
Level 2 - Novice
Level 10 - Pupil
Level 25 - Adept
Level 50 - Veteran
Level 75 - Hero
Level 100 - Legend - This Title comes in an exclusive shade of blue, only shared with the “Developer” Title.
While the account levels only go up to 100, the “Legend” Title ranks up for every additional 100 levels worth of XP earned after getting the Title. All players will retroactively earn their applicable Titles based on XP at login, so check your inventory!
The Challenges Preview continues to expand! This patch we’re introducing new Rocket Lance and Hammer combos for you to hone your skills.
Rocket Lance Walk Off Combo
A powerful Rocket Lance string that will carry your opponent offstage. When doing this in a match, try experimenting with reading your opponent after for an even more devastating effect!
Basic Hammer BnB 1
A simple bread and butter combo that Hammer players will use often!
We’ve added new experimental features in 7.05! As revealed in the last Development Update Stream, Gadgets now have unique Sound FX for when they hit the ground. We’ve also fine-tuned Vector’s Down Rocket Lance Signature Rework and graduated part of Isaiah’s Side Blasters Signature rework! See below for full details.
Gadget Bounce Sound FX
There is now a sound for when a Gadget is thrown and hits the ground. Each Gadget has its own unique sound that changes based on its velocity. The Sidekick Summoner Horn makes a special sound if you throw it just right!
Signature Attack Reworks
Vector Down Rocket Lance
Based on your feedback, Vector now hops backwards at the beginning of the Charge time, but carries greater momentum for improved Slide Charging.
The steering during Charge time has been removed to allow for this preservation of momentum.
Isaiah Side Blasters
Wider drone movement and quicker Time to Hit have graduated into all queues.
The post-attack Charge time did not prove to be useful enough, so this Signature will maintain its original Charge and movement behavior.
Please share all of your feedback with us on our socials like Twitter and Discord! For more information, visit http://brawlhalla.com/test-features.
This patch brings a round of balance changes based on top level feedback and results from the Winter Championship. This involves reining in a few key options on some overperforming weapons, as well as larger adjustments to Tezca and the Battle Boots.
Axe
We have decreased the total Recover time of Axe's Down Light to better correlate with its role as an anti-air attack. Axe's Down Air now allows for greater acceleration and maximum speed for better use as an approach option, especially from a Dash Jump or Chase Dodge.
Axe Down Light: Decreased total Recover time from 14 Fixed/11 Variable to 12 Fixed/11 Variable.
Axe Down Air: Slightly increased allowed maximum speed and forward acceleration at the beginning of the attack, and after the attack on hit.
Battle Boots
The Battle Boots Side Light now has slightly less Stun on the Active Input version to allow for greater Dodge Windows between follow-up attacks. The Battle Boots Down Light has greater Recover time on miss and slightly less threat coverage at maximum range to allow for easier punish attempts against this combo starter. We have also reduced the Stun time of the Battle Boots Neutral Air to allow for greater avenues of escape during aerial strings. The Battle Boots Side Air now has greater Recover time on miss, as well as less Force on the normal version to better match its overall utility. The Battle Boots normal Side Air and Recovery now do slightly less Damage to reduce this Weapon's overall rate of building damage.
Battle Boots Side Light: Decreased Stun of the Active Input version from 25 to 24.
Battle Boots Down Light: Increased total Recover time on miss from 13 Fixed/15 Variable to 15 Fixed/15 Variable; Slightly decreased maximum vertical threat coverage, especially at the tip of the attack.
Battle Boots Neutral Air: Decreased Stun from 19 to 17.
Battle Boots Side Air: Increased total Recover time on miss from 4 Fixed/16 Variable to 6 Fixed/16 Variable; Decreased Force of the normal version from 55 Fixed/42 Variable to 52 Fixed/39 Variable; Decreased Damage of the normal version from 16 to 15.
Battle Boots Recovery: Decreased Damage from 16 to 15.
Bow
The Bow's Side Light now has greater Recover time on miss, as it was previously too safe for its reliability as a string starter and general spacing tool. We have also increased the Recover time on miss for the Bow Recovery to better match its threat coverage and overall reward.
Bow Side Light: Increased total Recover time on miss from 5 Fixed/19 Variable to 6 Fixed/19 Variable.
Bow Recovery: Increased total Recover time on miss from 2 Fixed/21 Variable to 4 Fixed/21 Variable.
Cannon
The Cannon Side Air now has greater Recover time on miss for more reliable punish attempts against this highly mobile and powerful attack.
Cannon Side Air: Increased total Recover time on miss from 2 Fixed/16 Variable to 4 Fixed/16 Variable.
Gauntlets
The Gauntlets Down Air now has a significantly more vertical angle of knockback and slightly less Force. This change in angle allows for new strings and pursuit options in Singles gameplay, while also requiring team combos to be performed at a much closer range with greater risk of friendly fire. The reduction in Force keeps the off-stage total knockback distance relatively equal to its previous value, and maintains a close position for follow-up attacks in a wider damage range.
Gauntlets Down Air: Angle of knockback is now much more vertical; Decreased Force from 45 Fixed/25 Variable to 45 Fixed/23 Variable.
Hammer
The Hammer Neutral Air has slightly greater Stun to allow for more reliable follow-up attacks at low damage ranges, and slightly greater positional advantage at medium damage ranges.
Hammer Neutral Air: Increased Stun from 27 to 28.
Katars
We have increased the Katars Neutral Light Recover time on miss, as it could previously rotate into this Weapon's other fast grounded attacks too quickly. The Down Air's grounded Recover time on hit has been altered to open a Dodge Window after this attack for extremely high Dexterity values. Similarly, the Katars Recovery now has slightly less Stun to open a Dodge Window after its use at low damage ranges.
Katars Neutral Light: Increased total Recover time on miss from 5 Fixed/12 Variable to 7 Fixed/12 Variable.
Katars Down Air: Changed total Recover time on hit for the grounded version from 1 Fixed/11 Variable to 2 Fixed/10 Variable.
Katars Recovery: Decreased Stun of the final hit from 20 to 19.
Arcadia
Arcadia's Down Spear and Down Greatsword have greater Recover time to allow for easier punishes, ideally from a Dash Jump Side Air or Down Air respectively.
Arcadia Down Spear: Increased total Recover time after the trap is created from 18 to 20.
Arcadia Down Greatsword: Increased total Recover time after the trap is created from 23 to 25.
Cross
Cross' Neutral Gauntlets, Side Gauntlets, Side Blasters, and Down Blasters have received reductions in Force to better match their total duration, given their common use as a finisher in team combos.
Cross Neutral Gauntlets: Decreased Force from 70 Fixed/48 Variable to 60 Fixed/45 Variable.
Cross Side Gauntlets: Decreased Force from 70 Fixed/52 Variable to 60 Fixed/49 Variable.
Cross Side Blasters: Decreased Force from 45 Fixed/58 Variable to 45 Fixed/54 Variable.
Cross Down Blasters: Decreased Force from 75 Fixed/53 Variable to 65 Fixed/50 Variable.
Gnash
Gnash's Down Spear now has greater Damage and Force to better match its lengthy Time to Hit.
Gnash Down Spear: Increased Damage from 25 to 27; Increased Force from 60 Fixed/50 Variable to 65 Fixed/52 Variable.
Isaiah
While the alternate charge timing of Isaiah's Experimental Side Blasters did not graduate, the new drone trajectory and faster Minimum Charge time is now live to improve the responsiveness and threat coverage of this attack.
Isaiah Side Blasters: Decreased Minimum Charge time from 10 to 7; The drone attack begins closer to the user, resulting in greatly increased threat coverage.
Kor
Kor's Down Hammer now has slightly less Minimum Charge time and slightly greater Force for better responsiveness and reward on this lengthy attack.
Kor Down Hammer: Decreased Minimum Charge time from 5 to 4; Increased Force of the aerial version from 54 Fixed/51 Variable to 54 Fixed/52 Variable; Increased Force of the grounded version from 60 Fixed/53 Variable to 60 Fixed/54 Variable.
Onyx
We have decreased the Force of Onyx' Neutral Cannon to better match its total duration and utility as a finisher in team combos.
Onyx Neutral Cannon: Decreased Force from 75 Fixed/55 Variable to 68 Fixed/53 Variable.
Tezca
Tezca's Neutral Gauntlets grounded version, Down Gauntlets grounded version, Side Battle Boots, and Down Battle Boots grounded version all now have significantly less Fixed Force, notably delaying their knockout potential at intermediate and high damage ranges.
Tezca Neutral Gauntlets: Decreased Force of the grounded version from 75 Fixed/52 Variable to 65 Fixed/52 Variable.
Tezca Down Gauntlets: Decreased Force of the grounded version from 72 Fixed/50 Variable to 62 Fixed/50 Variable.
Tezca Side Boots: Decreased Force from 70 Fixed/50 Variable to 60 Fixed/50 Variable.
Tezca Down Boots: Decreased Force of the grounded version from 75 Fixed/56 Variable to 65 Fixed/56 Variable.
Val
Val's Down Sword now has less Recover time on miss and greater Force, for less risk and greater reward, given this attack's static position and lengthy total duration.
Val Down Sword: Decreased total Recover time from 24 to 21; Increased Force from 70 Fixed/46 Variable to 70 Fixed/49 Variable.
User Interface
Damage color entity flashes match HUD health indicator
When a Legend gets hit, they flash the color of their damage. Previously, this color was tiered between white/yellow/orange/red. This caused the damage flash to sometimes be incorrect compared to the HUD health indicator on the top-right of the screen.
Now, this color flash on the Legend matches the HUD exactly - with full granularity between all the colors. Not only does this affect Legends that are damaged, but it also affects the ball and the ball trail in Kung Foot and the gates in Horde Mode.
Art & Animation
We’ve added new tech for Jaeyun and Ezio so their in-game models will more accurately reflect their character designs. Now Jaeyun’s missing eye and Ezio’s scar will stay on the correct side.
Tweaked the Battle Boots’ Side Air hit and the Down Light miss animations.
Game Modes
Removed Grumpy Temple and Small Grumpy Temple from the Dice and Destruction game mode Map selection.
Maps
Western Air Temple’s camera is now properly centered on the stage. Camera bounds now follow a standard 16:9 ratio, resulting in smoother camera movement and better tracking of players. Left and Right camera bubble distances are also now equal. This gives less area of the map for players to just “swim around” offscreen.
Western Air Temple KO Line adjustments: distance to the top knockout line is now much farther. Distance to the bottom knockout line is now slightly farther as well. Left and Right knockout lines are now equal. This brings this Map more in line with other standard Maps.
Gameplay
Bots are now more proactive about finding opportunities to pick up a Weapon and spend less time unarmed.
User Experience
Fixed a bug with the Manage Party menu where once the drop down menu for a Legend/bot was opened, hovering your cursor over another Legend/bot would unintentionally change which Legend/bot you were changing settings for without any visual indication that something had changed. Hovering your cursor over another Legend/bot while the drop down menu is open now has no effect.
Fixed a bug where the randomized Emote animations in the Battle Pass Progression screen would always play the same sound instead of playing the appropriate sound to match the current animation.
User Interface
Fixed a bug with the Manage Party menu where opening the drop down menu for a bot, then closing it, then opening the menu for a different bot would still display the Bot Difficulty setting for the previous bot.
Fixed a bug where purchasing Battle Pass Tiers would cause any subsequent purchase from Mallhalla to erroneously show the purchase confirmation for buying Battle Pass Tiers instead of the confirmation for the item purchased. This was a display bug only and did not have an effect on purchases.
Fixed a bug on PC where the "Rejoin Game" prompt is not clickable.
Fixed a bug where the South Africa flag did not render in the Public Games List.
Added the “Wearing Hat” tag to Nightblade Hattori, and removed the “Wearing Hat” tag from Horus Mirage.
Shortened the Training mode menu popup on Nintendo Switch & Xbox One.
Gameplay:
Fixed a bug that was causing Capture the Flag and Brawlball matches to experience a rollback at the start of the game.
Map
Fixed a bug where the Dracula’s Castle and Inverted Dracula’s Castle Maps weren't rendering on PlayStation 4.
It's hero time in this 1v1, 3 stock transforming battle! Choose one weapon each from 3 of your favorite Legends in character select. Activate your powers like the Omnitrix with the throw button to change forms. Weapons are always equipped and cannot be picked up or thrown. First to 3 KOs wins!
Morph Game Mode
1v1, 3 Stocks
Choose one weapon each from 3 Legends.
Morph into the different Legends with the throw button.
First to 3 KOs wins!
Witness the Winter Royale this weekend! It’s all been leading up to this - who will be crowned the 2023 Winter Monarch? The top performers from North America, South America, and Europe are competing in Singles matches live and in-person!
Friday, March 10 – Winter Royale Exhibition
Saturday, March 11 – Winter Royale
As the players battle it out, tune in to the stream on Twitch to earn exclusive viewership rewards. The longer you watch, the more you earn!
Like a blazing comet in the sky, the Mysterious Stranger Bundle has arrived! Orion presents a selection of some of his finest battle attire, which includes:
Orion Legend Unlock
Harbinger Orion Skin
Kabuto Orion Skin
Next Level Emote
The Reads Emote
This promotion is free to all Amazon Prime members in supported regions. Claim your loot at https://brawlhalla.com/prime.
The free-to-play Legend rotation for this week features Val, Bödvar, Munin, Magyar, Lord Vraxx, Isaiah, Brynn, Dusk, and Ember.
Val – An android assassin with terrifying strength and quicker-than-light cognition. With her Sword, Gauntlets, and extreme cunning, Val is a force to be reckoned with.
Bödvar – He is the protector of the north and dreams of endless battle. Bödvar has broken down the doors to Valhalla and is taking down his foes with Sword and Hammer!
Munin – Rocking out to the sweet sounds of her Scythe and Bow, she’s ready to brawl in the Grand Tournament and finish her next Ravenqueen concert!
Magyar – As the last remaining member of the Batavian Strazci army and wielding the strength of a 100 elite knights, this spectral guardian has come for the glory of battle with their Greatsword and Hammer!
Lord Vraxx – This feared warlord dominates his opponents with Rocket Lance and Blasters. Now join the Zhaktari in kneeling before him or your planet will be destroyed!
Isaiah – Major Isaiah Marshall, OEL’s special forces commander is at your service. He uses Cannon and Blasters with the help of his drone that’s equipped with a cloaking device and rockets!
Brynn – Competing for the pure joy of it, this Valkyrie has seen many victories due to her skill with the Axe and Spear.
Dusk – Wielding his Spear and a powerful Orb carved from stone and magic, Dusk seeks to spread chaos throughout Valhalla.
Ember – This quick and dexterous elf does battle in Valhalla with Bow, Katars and her two companions: a wolf named Ash and her raven named Yarra.