Fixed an issue where loot that applied to enemies at the start of combat wasn’t being reset between runs
Fixed a visual bug with the EXP Bar appearing filled when it should be empty.
Fixed a bug where stats would not properly reset on character death
Fixed an issue where enemies killed by HP Debuff stopped updating their UI
Fixed an issue where characters didn’t reset Fatigue on death
Fixed an issue where the Loot Display on the Character Select screen wouldn’t generate if entering on an enemy’s turn
Fixed an issue where Limbs and Heart End of combat loot wasn’t applying
Gameplay Updates
Updated Hemorrhage to deal % damage based on an enemy's Max HP
HP boosting Abnormality effects no longer cap at 1 if the remaining HP is less than the boosted HP
Enemies now get a small boost to HP, Max HP, Trauma, and Fluids - 5% per combat completed
Enemies now get a small boost to Bone and Sinew - 1 point per 2 combats completed
Removed move packages and reworked General Buff logic
Added a bleed effect to the Helping Hand's Nail Gun move
For a while I've wanted to differentiate between hemorrhage and bleed - one just seemed like a more immediate version of the other. By making Hemorrhage % based damage, and based off the Max HP of a character, it makes it more dangerous to characters with larger base health pools, and less dangerous to characters with smaller ones. this pairs better with Bleed being more dangerous to smaller Health-pool characters and less so for larger ones.
HP Buffs now kill you if they run out and you're in a deficit. Before, when an HP buff ran out it would just stop at 1 if there wasn't enough HP to remove. This was forgiving, but not very fair or predictable, and it allows me to make a few more creative choices for characters, enemies, and boss fights moving forward.
Enemy Scaling has also been a feature I've wanted to add for a bit - I'm starting small, but might add in difficulty options later to make it larger. The game is meant to have ~12 fights per run in it, so this should give a better gauge on how things are balanced. This also allows me to not worry about making enemies' base versions harder and harder for stronger players.
Packages were mainly just a placeholder loot system, and they caused a lot of issues logic-wise, but I'm hoping to replace them with actually niche upgrades worthy of a level up. The general stat buffs are now exclusive - if you've chosen a scaling buff, the equivalent version that's a flat upgrade won't appear, and vice versa.
The Helping Hand has a weaker fluids attack that I always wondered why it would logically use it - nails are sharp, why not add a bleed effect to make that a small threat? This also can act as a natural status effect tutorial for new players.
Cyclcopos Move Updates
Increased Cyclopos Base Trauma from 10 to 20
Decreased Cyclopos base Fluids from 40 to 30
Updated Blood Shot - No longer reduces total HP, updated to deal % damage on upgrades
Updated Luxation - slightly reduced scaling, Later levels only increase target fatigue by 1, added +1 fatigue to self, added fatigue effects to level 1 version
Cyclopos was meant to be a brawler type character, evening out their damage puts the character more in line with that identity. Bloodshot was already dealing direct damage, this update is to be in-line with the new Hemorrhage behavior. Luxation was a slight problem-move due to its ability to just stun lock anything and everything with the right setup, so I've changed it to more of a utility move.
Dopplegrabber Move Updates
Updated Finger Gun - reduced the jump between level 1 and level 2 bleed effects, evenly spaced out bleed scaling
Updated Bone Splinter - reduced damage of the bleed effect, increased duration to compensate, added a small self-applied bleed.
Updated Bile Bomb - reduced Bone/Sinew debuff to 5 for all levels, levels now increase duration, added debuff to level 1 version
Dopplegrabber's identity was a sort of persistence attacker, with moves like vampiric veins playing into the prolonged focusing of a single target. by reducing the values of moves but increasing their duration, that identity can more frequently come out. The bleed on self for Bone Splinter is setup for upgrades later down the line, and also allows some loot to be more properly utilized.
VasculurchMove Updates
Updated Heart Burn - updated to deal % damage
Updated Tachycarda - updated to deal % damage, Reduced Damage dealt to self, increased Damage buff to target, changed targeting type from Multi Attack to Single attack
Updated Palpitate - Reduced scaling/numbers, removed regeneration effect, Added +1 Fatigue on self, changed targeting type to Multi Target
Updated Hypertrophy - increased scaling on heal
Updated Pacifist gene - Ichor effect reduced from 1.75 to 1.5
Vasculurch was always seen to me as a "swing turn" character, making a big move that's specifically suited for the task at hand. By making Tachycardia single target and boosting its effects, it's more capable of boosting a single character. Palpitate was originally expected to be a multi-target heal, and Vasculurch was expected to have a fatigue of 4, so this is going back to those roots in a way. it also makes healing a set up event with how Hypertensive crisis boosts Ichor.
UI Updates Updated Main Menu Music Added small main menu animation Updated the "Low Player HP" Music track
Earn free and exclusive in-game items by watching on Twitch! Join us on https://brawlhalla.com/watch as we watch the best players in the game battle for their chance to be called Heimdall's Champion!
What a week for the return of Soundodger+! I wanted to do my best to preserve all of the fun quirks of the game (i.e. bugs), but unfortunately a new one was introduced that had no business being there. The good news is it's back to normal and you can now enjoy playing levels at 60fps without wondering why they're suddenly so much more difficult.
The previous update was quite recent and fairly large. Today's update feels similar in size but focuses more on fixes and improvements rather than new content, which is why it's not a major update, although it’s just as important.
PATCH NOTES:
Fixed the Ladder spawn indicator.
[/h3] Now it should correctly show whether you can place the ladder or not.
Ladder spawn location will adjust to the nearest object.
[/h3]
Fixed spots where the ladder would slip.
[/h3]
Added a new checkpoint and Ladder restock after the volcano on normal difficulty.
[/h3]
Checkpoints will be reactive.
[/h3] Re-entering the checkpoint will overwrite the previous checkpoint.
Improved flow at the beginning, in the cave, canyon, volcano, and lava cave.
[/h3]
Added graffiti explaining the appearance and function of ladder restock.
[/h3]
If you approach the altar without a ladder on your back, it will spawn where it was left.
[/h3]
Added lighting to the Hell Tower in space.
[/h3]
Improved visibility in the cave.
[/h3] [/list]
Easy Mode Overhaul:
Ladder size has been reduced.
Added yellow paint to help indicate the path.
Significantly changed and improved the entire level.
Falling into lava won't causes you to lose crystals.
We are excited and happy to share that we partake in IGF Celebrations Days, a digital showcase on Steam that celebrates upcoming indie games, Independent Games Festival nominees and winners as well as the players who love indie games!
The event is hosted on Steam between July 11 and 20.
Based on feedback we have reduced the cost of the 10 Token Pack, the 30 Token Pack, and the Avatar Token pack for both gold and credit purchases.
Client Updates
Lobby
Fixed issue in which the Ready interface would not correctly show the Ready state for players when setting up custom matches
Added some additional sounds when using the Deck Manager
Using the search filter in the Deck Manager now shows the keyboard correctly on Steam Deck
The tooltip for Rune names is now visible when using the controller to select runes when editing a Deck
Game
Re-enabled the Callouts system which allows you to mark units or spaces for you and your teammates in 2v2
Fixed an issue that could prevent you from deploying champions, spells, or equipment on the left and right edges of the map
Server Updates
Reward Changes
Increased the amount of Champion Points a Champion will gain for being used in a match
Fixes
Fixed an issue in which Split Personality would not reveal correctly upon being triggered
Balance Updates
Abilities
Voices in their Head changed to: Target opposing champion within 3 spaces becomes Possessed, recovers 4 AP and gains Careless, and Manic for 1 turn and gains Chasm Walker for 2 turns.
Champions
Shallaxy the Courier
DMG changed from 8 to 10
Removed base ability Gravity Well
Removed base ability Mindwipe Aura
Added base ability Deflect
Added base ability Mindwipe Aura 1
Upgrade Path 1 changed to: Swap 3*, Sneak, Relocate: Ally
Upgrade Path 2 changed to: Summon: Rock Trap, Gravity Well*, Divert
Nora Cost changed from 82 to 77 (77-84)
Kartch, Finlord
HP changed from 47 to 48
Upgrade Path 1 changed to: Leap 3, Purified, Regeneration 2*
Upgrade Path 2 changed to: Vivify, Prestige*, Commander
Nora Cost changed from 92 to 88 (88-90)
Wavecrusher
Removed base ability Reckless
Upgrade Path 1 changed to: Tremor, Multiattack 1*
Nora Cost changed from 72 to 73 (72-73)
Borderguard Elite
DEF changed from 2 to 1
HP changed from 48 to 50
Upgrade Path 1 changed to: Resilient*, Render, Logistics: Flanking
Upgrade Path 2 changed to: Hunter: Fighter*, Resolute, Battle Leader
Nora Cost changed from 75 to 74 (73-76)
Jellebrium Nexus
Upgrade Path 1 changed to: Teleport 1*, Jellebrium Mind, Adaptation
Upgrade Path 2 changed to: Afflict 2, Stall, Psychic Compulsion*
After collecting some feedback recently, we have integrated a few Quality of Life features, integrated sound and graphic effects, fixed a few minor bugs and are preparing another major update.
To summarize:
new sound effects
Particle effects during collection
new accident animation
completed levels are now graphically highlighted
Hotkeys for selecting arrows, parking areas etc. can be set by yourself
bug fixes and more
As briefly mentioned above, there will be a major update, as we have been told that it would be nicer if you could create levels yourself and share them with friends. Unfortunately, this requires a few adjustments to the level system. Therefore, we will need some time and also have to think about how we can support the sharing of levels for you in a meaningful way.
But until we are ready, we would like to make all the QoL features available to you in advance with the Beta-Branch v1.3. If we don't find any major bugs in the coming weeks, we will release the status of the Beta-Branch in the normal branch.
If you have any further suggestions or requests, please feel free to contact us at any time.