Saturday, November 06, 2021

Nickelodeon All-Star Brawl Version 1.0.3 Now Live on Steam - Full Patch Notes

A latest new patch for Nickelodeon All-Star Brawl is now available for download on Steam. This update brings the game up to version 1.0.3, and with it comes balance changes and general fixes.


The team behind the platform brawler have released a full set of Nickelodeon All-Star Brawl ver. 1.0.3 patch notes. You can check them out below, via the patch's Steam blog entry.

A handful of general changes were made to the game here in 1.0.3 that improve the quality of the title. Private lobbies saw improvements, and the character select screen was reorganized to include characters from the same series in the same row.

Several characters also saw balance changes made to their move sets. Those who were tweaked include Patrick Star, Lincoln Loud, Helga, Korra, Reptar, and Powdered Toast Man.

General

• Fixed an issue that prevented users from joining private lobbies, even when they inserted the correct lobby id.

• Private lobbies ids are now hidden by default, and can be toggled to become visible.

• Rearranged character select screen so series with multiple characters will appear on the same row.

Balance (Universal)

• Hitbox and hurtbox visuals are no longer locked to z-axis

• Hitbox and hurtbox calculation is now handled on a 2D plane

• Standardized land lag floor for light aerials at 6 frames

• Standardized land lag floor for strong aerials at 8 frames

• Decreased timed-block window (10 frames → 6 frames)

• Dashing given initial boost regardless of if dash dancing

• Starting a dash now creates a dust cloud effect

• The direction an attack should be blocked has been standardized across the cast

Patrick

• Strong Dash
- Fixed Patrick’s Strong Dash missing hitboxes at the beginning
- Hitbox start frame (16 → 10)

• Neutral Special
Reduced Patrick’s neutral special start time Hitbox start frame (17 → 12)
Increased Patrick’s neutral special hitbox range World offset 2nd X (2.8 → 3.5)

• Up Special
Increased Patrick’s up special hitbox size
- Local offset 2nd x (-0.6 → -1)
- Radius (0.85 → 0.9)
Reduced Patrick’s up special end lag
- Fly to Fall frame (50 → 35)
Reduced Patrick’s up special startup time
- Charge to Fly frame (30 → 20)

• Strong Down Air
Patrick’s strong down air grabs the ledge when falling now
Reduced Patrick’s strong down air startup time
- Charge to Fall frame (22 → 17)

• Strong Up
Changed Patrick’s strong up hitbox frame
- Hitbox start frame (16 → 11)

• Light Neutral Air
Increased Patrick’s light neutral air hitbox duration
- Hitbox frames duration (2 → 4)

• Light Dash
Reduced Patrick’s light dash attack’s knockback
- Knockback (120 → 90)

Lincoln Loud

• Light neutral
Increase active frames (2 → 4)
Increase hitbox radius (0.85 → 0.9)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)

• Light neutral loop
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.75)

• Light up
Increase active frames (2 → 4)
Decrease hitbox radius (1 → 0.95)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)

• Light down
Increase active frames (2 → 4)
Decrease hitbox radius (1 → 0.9)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)

• Light down loop
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.75)

• Light neutral air
Increase active frames (2 → 4)
Increase hitbox radius (0.85 → 0.9)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)

• Light up air
Increase active frames (2 → 4)
Decrease hitbox radius (1 → 0.95)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.8)

• Light down air
Increase active frames (2 → 5)
Remove 2nd track on hand
Add hitbox to yoyo-string (radius 0.85)

• Strong down air
Remove 2nd track on sword hilt
Add hitbox to sword hilt (radius 1)
Adjusted facing angle so swing isn’t as focused on the z-axis
Adjusted animation timing so the swing starts and ends in an arc underneath Lincoln

Korra

• Light Mid 1
Elbow hitbox Y world offset lowered (0 → 0.5)
Shoulder hitbox Y world offset lowered (0 → 1)

• Light Up 1
Elbow hitbox Y world offset lowered (0 → 0.5)
Shoulder hitbox Y world offset lowered (0 → 1)

• Strong Dash
Right knee hitbox relocated to left knee

Helga

• Light down air
Adjusted animation timing so hitboxes come out when legs are fully outstretched
Remove 2nd track hitboxes on hips
Increase active frames (2 → 3)

Reptar

• Light up air
Increase active frames (1 → 3)

• Light down air
Increase active frames (2 → 3)

Powdered Toast Man

• Up Special
Allowed control of aerial positioning as soon as the ascent begins

• Replaced some incorrect keyboard button images in the UI.

• Keyboard directional keys now can be remapped in the controls sub-menu.

Gameplay updates explained

  • Dashdancing in the previous patch we attempted to bridge a gap between having to start up a run from standstill & going into an initial boost out of dashdance. Now the properties have been retooled to allow a dash to receive an initial boost at all times, provided speed is low enough to warrant it, while still requiring some degree of initial commitment to reach max speed. Consequently, this makes dashdancing no longer have a designated cap on when a dash attack can start, simply reach maxspeed to do so
  • Hurtboxes didn’t have the level of accuracy to character models that we were satisfied with, so now every single character has hurtboxes that fully encompass their models. Combined with the alterations to the z-axis calculations that allows hitbox/hurtbox visuals to not be locked to the z-axis, players will now have the ability to see with complete certainty where a character is positioned in 3D space
  • There were some inaccuracies in how the landing lag floors were handled across characters, with some having the ability to recover from an aerial far sooner than others under the same minimum landlag conditions. This interaction was not intended, and has been uniformly addressed across the entire cast
  • There were several moves across the cast that didn’t have the block direction reflect the move’s activated direction. This has since been addressed & every move should now be blockable by holding against the direction of initiation.


Original source: EventHubs.

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