Thanks for all the feedback since launch! Here is some tweaks to make the experience better :)
What’s fixed? Fixed a bug where the pause menu didn't work
What’s new? Added a new settings menu to the main menu and pause menu Added a "Press E to pick up cargo" text to the screen when you look at a cargo box Added a "Press Q to drop cargo" text to the screen when you are holding a cargo box
Do you have any problem with these? bugs, glitches etc? Please let me know, and I'll try my best to fix them!
Over the weekend we saw the hottest pockets with even hotter sets from Moose Wars who hosted The Hot Pockets X Brawlhalla 2v2 tournament. Community tournaments have always been an absolute treat to watch and the tournaments y’all have been putting on this year are no exception. We love seeing the community have fun and challenge each other. Keep at it y’all! 😤
Who have you unlocked Armageddon Colors for? Battle Pass Season 9: Apocalypse has rumbled into its second week. Remember to keep up with Weekly and Daily Missions so you can reach the lofty heights of Tier 85 before the Battle Pass has run its course.
There is a roughly 44% chance that you are already in the Brawlhalla Discord. That is totally not a random guess at all… If you aren’t in the Brawlhalla Discord, JOIN NOW! We’ve got some channels over there we’d love for you to be a part of!
Are you ready for the Week 2 Missions? Check out the challenges set before you in-game and earn those BP Tiers!
Psst, you might want to play Yumiko this week 🦊
Who doesn’t love change? That’s a trick question. Over at BMG we love change, but what we love even more is your opinion, the opinion of the community. Which is why when we dream up a cool idea for a change/mechanic, we toss it into Test Features and the Experimental Queue.
The best way for us to hear and consider your feedback is via the Feedback Channels over in our Discord! Currently there are a few things in the Test Features that we’re actively looking for feedback on. Hold to Dodge and the Sentinel Side Hammer rework.
If you’d like to join our Discord to chat with over 250,000 Brawlers we’d be happy to have you. If you’d like to join our Discord to chat with over 250,000 Brawlers AND leave some feedback in the appropriate channels… well that’d be pretty cool too.
The Chasm has all but crumbled away! Choose your Legend and prepare to duel on the smallest 1v1 map in the game. First to 3 KOs wins! The free-to-play Legend rotation for this week features: Zariel, Reno, Teros, Bödvar, Mako, Lord Vraxx, Mirage, Lin Fei, and Munin.
Zariel – The Celestial, a warrior deity of Holy Justice, who abides in blessed Elysium. Zariel uses Gauntlets and Bow to take down both Demon hordes and any warrior participating in the Grand Tournament.
Reno – Four arms, compound eyes, fearlessness, and an added dose of genius make this Chitnoid Gunslinger the greatest bounty hunter this side of the Pecosid asteroid belt. He’ll take on any job with his trusty Blasters, and loyal Orb companion.
Teros – This Minotaur is indifferent to the rules or intent of the Tournament. Instead, he takes savage joy in all the battles while crushing his opponents with Axe and Hammer.
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!
Mako – The ultimate apex predator from The Sea, Mako, with her Greatsword and Katars, aims to make fish meat out of her opponents in the Grand Tournament.
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!
Mirage – An occultist, martial artist, and spy, this agent uses the powers of magic and time-travel along with her Scythe and Spear to take down her foes.
Lin Fei – A defender of the innocent and teacher of the lost ways. She is a great teacher who has developed her own fighting style, the ‘Way of the Iron Dragon,’ which utilizes her Cannon, Katars and an ancestral dragon-spirit.
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!
Hey Escapers and Builders! Good news: our latest batch of magical props is here for ALL BUILDERS– no Magic DLC needed! A huge thank you to everyone who has purchased and supported our work.
Get ready to elevate your magical room creations with our massive new prop pack, featuring over 240 items! From wands and books to crystals and hats, it's all you need for your wizarding escapades. Plus, the Magic DLC is still at a 10% launch discount, making it a great time to grab it if you haven't already.
We've also rolled out hotfix #2 (v31704r) alongside the room editor enhancements, squashing some pesky bugs and smoothing out the experience. Here's the changelog:
Fixed the bug with HUGE ladders.
Versus mode is now fully operational in the Deviation Tower room.
Fixed decimal point errors in the room editor for precise editing.
Enhanced the save system to ensure more reliable updates.
Resolved several translation errors.
Fixed minor audio glitches.
Eliminated the floating candy.
We're excited about the spells you'll cast and the adventures you'll craft. Happy building! Pine team
📢 A new build is now available preventing an exploit that allowed the player to move the ball closer to the hole without hitting it by using the controller's button intended to bring up the operating system.
Welcome to the first Project Warlock patch of 2024! After the initial bugfixes of Chapter 2, we wanted to go back to the drawing board and take on major issues that players encountered every once in a while. We want to share what we learned, and shed some light on the whole process of preparing this patch.
Our main focus were issues related to collision detection and monsters’ pathfinding. We’ve been receiving reports of players falling through the map out of nowhere, or have no collision with some of the objects at all. On the surface it seemed like an easy issue to eliminate, however it proved to be quite a nuisance. First of all, the collision issues were hard to reproduce, and here’s where all the reports from players come in. They proved to be invaluable to our dev and QA teams.
It took days upon days to find a solution which wouldn’t produce any issues and after extensive internal testing. We learned that the game was basically overloaded with all the physics calculations. By reducing the usage of physics, we managed to eliminate both issues at the same time. If you notice something still acting up, make sure to let us know.
Apart from the bugfixes we’ve also increased the item collection distance by 50%, reworked item physics to reduce CPU overhead, so it should improve the overall performance of the game. We’ve also buffed SMG and Pump Shotgun base rate of fire in Chapter 2, as we’ve noticed that you felt that those two weapons were a bit underpowered without any upgrades.
Here are the full patch notes:
FIXES
Fixed world geometry collision detection
Fixed issues where player would fall out of the world geometry for no reason
Fixed issues where player would have no collisions with various objects
Fixed monster hitbox collision detection and hitbox registration issues
Fixed an issue where hitscan weapons would not hit monsters in some cases
Fixed an issue where spawned monsters would appear with broken animations
Fixed an issue where monsters would not detect the player due to pathfinding queuing issue
Fixed an issue with monster pathfinding breaking in some cases
Fixed an issue where monsters would not path correctly to the player
Fixed an issue where the monsters would appear dead when alive
Fixed Turboknight's animation freeze
Fixed Cacobot's and Demonface's death animations freeze
Fixed Cacobot's attack direction
Fixed an issue where monsters would not drop from ceilings and cliffs. They may take a while but they do jump down especially if they lose player from sight.
Fixed Demoness' attack rotation when flying
Fixed Wraith issue when landing after jumping down from cliffs and heights
Fixed gate collider being too small in E1M5, allowing exploit
Fixed an issue where double loading would occur and freeze the game on the loading screen.
IMPROVEMENTS
Increased item collection distance from 1m to 1.5m
Improved blood and bullet hole decal placement
Reworked item physics to reduce cpu overhead
Reworked monster physics to reduce cpu overhead
Items now only have physics when they are being dropped
Improved monster AI to adjust it's path based on other monsters Pathing priority is decided based on the distance to the player, so that monsters are less likely to push themselves around.
Improved monster player detection. Monsters are less likely to detect player too early
Improved optimization of monster pathfinding, queuing, prioritizing the path generation based on various things like distance to player or nearby monsters
Removed press any button to continue on Buckshot Software Logo screen. Game will automatically jump to the main menu.
CHANGES
Temporarily simplified Human AI until further planned rework is complete
Buffed SMG base rate of fire in Episode 2
Buffed Pump Shotgun rate of fire in Episode 2
We appreciate that you’re part of our Early Access and help us make Project Warlock II a better game with your constant feedback on Discord and in the comments.
Also, be sure to leave a review if you like the game. Steam gets our game in front of more people this way.
This rear-wheel drive track monster is ready to enter your Forza Horizon 4 garage. Cooperate with your team and overcome Unbeatable Drivatars in The Trial to drive home in the V12-powered 2018 Apollo Intensa Emozione. This 780-brake horsepower German hypercar is one of the best candidates to set a blistering quick score on the M68 Speed Trap.
This week you can also find the 2016 Hoonigan Gymkhana 10 Ford Focus RS RX in the Spring Games, the 2015 Ferrari F12tdf in the Grand Tourers Seasonal Championship and the 2015 Lexus RC F in the Super Saloon Slalom Seasonal Championship.