Patch Notes: Alpha v 0.4.0 Part 1
Author: Dinohedron,
published 10 years ago,
Legend Differences
[List]
[*]Better Stats
[List][*]Stats no longer directly oppose each other making them easier to feel in game.
[*]Strength - How hard you hit your opponent. The higher your Strength the farther and faster your enemies fly when you connect.
[*]Dexterity - How fast you attack. The higher your Dexterity the more quickly you can land attacks and the faster your attacks charge.
[*]Defense - How quickly you recover from a hit. The higher your Defense the faster you stop moving after being hit.
[*]Speed - How quickly you move. The higher your Speed the faster you can zip around the map.[/List]
[*]2 Weapons
[List][*]Each character now has two melee weapons they can use in combat.
[*]Picking up a weapon drop randomly gives your character one of their two weapons.
[*]What weapons a Legend uses are displayed as icons on the select screen and Legend info screen.[/List]
[/List]
New Weapon
[List]
[*]Spear has been added as our first new weapon!
[*]Thrulk, Nai, and Hattori use the Spear.
[*]Stabby stabby!
[/List]
New Legends
[List]
[*]Captain Thatch has been added to the roster!
[*]Hattori has been added to the roster!
[*]Both are now playable by everyone during Alpha.
[*]Pirates vs. Ninjas go!
[/List]
Community Requests
[List]
[*]Players can now vote for the level they want to play on in Custom Online games!
[*]Up to two players can join a match together from one client in "Online Brawl" mode.
[*]Updated alternate colors to be less monochromatic.
[*]Dialed up gravity and max fall speed to reduce the floatiness feel.
[*]Pressing up on the controller no longer jumps.
[*]Both attack buttons activate the summoning horn.
[*]Fixed the edge case where the online host wouldn't be the first player resulting in not having the correct selection choices (you can no longer 'kick' yourself).
[*]Bots recover better when in danger of falling off the map.
[*]Bots now wander instead of standing still while waiting for targets to spawn.
[/List]
Gameplay
[List]
[*]Online players that leave games get converted to easy bots.
[*]Players can now rejoin games in progress.
[*]"Brawl Online" games always generate a 4 player game filling in slots with bots as needed.
[*]You now come off the bottom of a ledge with velocity pushing away from the wall and facing the proper direction.
[*]You glide around corner ceilings now instead of just bouncing off.
[*]Players can now influence the angle at which they get hit based on what direction they are pressing when it happens.
[*]Down attacks on soft platforms should be significantly easier to pull off.
[*]Improved item physics code.
[*]Non-explosive thrown items now have an air time bonus damage multiplier that increases the longer an item is airborne, and resets when an item bounces.
[*]Decreased the bounciness of the sword. Sword no longer sticks in walls.
[*]Items should never hit or explode on players who dodge at the same time and go off without an impact.
[*]Items thrown horizontally are now thrown slightly upward so that they actually look more flat.
[*]Improved thrown power collision code.
[*]Unarmed players can now catch thrown items that are considered dangerous (i.e, they can hit you) if timed properly by pressing Quick Attack right before being hit.
[*]Changed threshold when an item is dropped.
[*]When you drop a weapon from a hit, it flies off in a similar trajectory.
[*]You can no longer charge a throw while wall sliding.
[*]Bouncy Bombs and Spike Balls can now be ejected from players' grips as easily as the VALKRI summoner. They were previously as difficult to lose as weapons.
[*]Players should no longer be able to dodge mines and bombs that triggered by hitting them.
[*]You can now bounce gadgets at your feet to get a different throw angle, except mines, which will ignore your down input if you're not airborne.
[*]Items are more accurate when hitting players. Previously hits were occurring too early, especially for wider objects.
[*]Charging your throws now ramps faster and has a higher velocity at full charge.
[*]All items are removed at the beginning of a tie breaker.
[*]You can switch direction charging a throw.
[*]Added more respawn points to the two larger maps, and changed the initial and tie-breaker respawns for the small map.
[*]Fixed players looking knocked out during the Tie Breaker reset.
[*]Players regain use of a jump if they are hit in air when they are out of jumps.
[*]Refined kill distances on each map.
[*]Diagonal hits are slowed against the angle of velocity as opposed to separately on each axis. This fixes diagonal hits being less effective than horizontal or vertical hits.
[*]Cleaned up grab power collision to never go through ceilings and to do partial travels if it would intersect.
[*]Improved the hit react logic so that characters aren't spinning in place as frequently.
[*]Players will now lose respawn protection early if they attack or pick up a gadget, as opposed to only after they hit someone.
[*]Combat priority no longer favors the player with the lower ID, and players can now hit each other simultaneously.
[*]Increased duration for 1v1 "Lives" games from 6 minutes to 8 minutes.
[*]Made tweaks to dodge roll animations to better match timing and distance of move.
[/List]