Brawlerz is being renamed, rebalanced, rebuilt. We're hoping to get a build out within the next week for you all to get into!
What's New - Entirely rebuilt car handling & physics, tyre grip dynamics, wall detection, friction and drifting mechanics.
- The level-up system has been simplified, one level for them all!
- Improvements to ball physics, easier to strike on-target
- Rebalanced movement, armour, weaponry
- Weapons now have knockdown effects
- New driver models
- New water
- UI fixes, changes, updating with the new branding
- Shorter rounds by default
- Shorter respawn time
- All new soundtrack and music system
- The Monster
From the Brawlerz Arena team, we'd like to thank you all for your patience!
Updates on the way!
We're back! We've been busy restructuring, refactoring, and we're going to making some changes. We're rebuilding the UI, matchmaking and levelling system, as well as new changes to physics and net code.
We'll keep you up to date as we go!
Controller & Split Screen Updates
We've smoothed the flow of game creation for those using controllers, you should now be able to start a game, change levels and settings without losing controller focus.
We've also prevented cross-player team selection in split-screen games.
This is just a small update before the next content patch which we're hoping to get out soon. Happy fragging!
Coming Soon - The Monster
We're beginning work on balancing and tuning of the Monster truck! We're still finalising the weapon loadout, but we're aiming to make this big-wheeled character capable of ramming opponents, which is a mechanic we tried in the pre-alpha days and had some balancing issues - that we've since solved!
More updates coming soon..
Healer Shields, Updates & Exposions!
Build 86 A big cleanup update with some new gameplay features is upon us! We've disliked that even though there's three unique cars right now, gameplay between them all has been quite similar. So, we've addressed that :)
The Boomer's secondary Mine has been replaced with a healing shield. It doesn't block any ballistics, but it heals any vehicle of the same team within its radius. Levelling up your secondary will increase the damage it repairs and its longevity.
The AI has also been taught to camp, since Boomer's are not fantastic as fast scouting vehicles (they're heavy, they turn slow, they're slow, their weapons do not fire quickly), Boomer's will now set up in choice camping positions to protect the flag & goals.
Quick Play will now attempt to join an existing game first (this is instant)
Warmup time defaults to 15 seconds for Quick Play
All game modes are now available from Quick Play
Additional sfx for Grenade
AI attempts to engage from further away to avoid as much rough'n'tumble
Boomer's steering has been tightened up
Bug Fixes
Split-screen team selection is now chooseable via button (bugfix, used to require mouse for all players)
Fix for weapon mounts on vehicles
Friendly fire from rockets & grenades fixed
Rocket will no longer injure the player who fired it
Fix for an unlockable item not working
Fixed damage readouts starting in centre of level for 1 frame
XP no longer acumulates when dead
Build 81 - Grenade Launcher
Boomer now has a grenade launcher! It's got solid range and a huge amount of splash damage. It is the ultimate defensive weapon for those who find the precision of the railgun insufficiently chaotic.
Additional fixes for split screen play, new fx for vehicle boosting and other fixes are live in this patch - happy fragging!
https://www.youtube.com/watch?v=S02KgX-zAnc
Build 79 - Team Skins
We've added team skins to better tell the vehicles apart. You can simply tick 'Force Team Skins' in the Create Game panel.
What's New
Team skins for all vehicles
Ambient occlusion shadows
Togglable levels of zoom (Right Shoulder Button or 'T')
Fixes
Fix for blocky shadow projectors
For for blob-shadow projectors
Fix for shadows casting on dead players
Build 78 - Boosting, Punting & Fixes
https://www.youtube.com/watch?v=BW6Dy7HFtrM
We've adressed some difficulty with directing the ball, and the lack of speed variation (and bugs, of course!). Now when you boost (using X on a DualShock, A on a 360 controller, or E on your keyboard) you're awarded an additional 2m/s speed + substantially more acceleration.
It only lasts 1.5 seconds, though.
When you hit the soccer ball while boosting, the ball will be 'punted', inheriting more of the vehicles forward momentum and flattening out the trajectory. So you can now shoot low (punt) or bounce it high (hit it normally).
What's New
Player's can now boost
Player's will now 'punt' the ball when boosting
Bots can also boost
New audio fx
Smoothed out the drift ending
Fixes
Rockets would not register a hit if you didn't miss (you read that right)
Fix for the ball being hit so fast it would leave the mortal realm
Fix for the aiming cursor hitting the ball
Fix for Green Island lighting
Fix for Green Island textures
Fix for Warmup Timer being off by random numbers
Build 76
New Features
Flame thrower's missile pod rate of fire changed
Rocket weapons now support variable spread
Round Time Added
Added 15 second warmup timer
Fixes
Fix for broken Drop-Crate spawn in LavaLand
Fix for end of round issues with Capture the Flag
Master-Server handover when master disconnect issues fixed
Another fix for circling bots (there's still some game-type dependent nav issues going on)
Fix for incorrect (and never ending) warmup round length
Flamer Update Rolls In
We're rebalanced Flamer's weapons. With her forward-only firing weapons, she was extremely difficult to utilise, doubly so with the missile pod weapon.
The Flamer is now an area supression machine! It's damager-per-second has not been modified but its rate of fire and area of attack has been vastly improved.
We've also added an in-game timer, check up on the patch notes for a full list of changes.