We're giving Lethal League a last blast before the sequel drops next Wednesday! It's free over the weekend and a half price deal if you wanna get it to complete your Lethal collection. That's the lowest discount Lethal League ever had!
Give it a shot to see if you want to get an idea of the new game or poke a bud that's been eying this game for a while. Either way, enjoy and we hope to see you online in this game or the next!
You can find all about Lethal League Blaze on the Steam page over here:
Our official discord server: https://discord.gg/reptilehideout
Looking for testers - Experimental Beta
We are currently looking into the option of bringing the newer console port version of Lethal League, that was build from the ground up, over to Steam.
This is to finally put an end to several network issues the original has among other things. Of course, it has it's own rough edges right now due to the platform change, so we'd like you to give it go and see how stable it is.
Note you have to use a gamepad to test! You won't be able to play your keyboard or mouse right now, but this will obviously be added if we decide to replace Lethal League with this version.
We've uploaded a version to the Lethal League public_beta branch on Steam. In this doc you can find more information on switching to the beta and some space to leave your findings: Report here
Again, this is highly experimental. But give it a shot!
Also make sure to join the Reptile Hideout on Discord to join the conversation on Lethal League and find fellow testers. Reptile Hideout
Lethal League Blaze
I thought you guys might like to know. Just a few months ago we released Lethal League on PS4 and Xbox One and today we're announcing Lethal League Blaze for PC and console, the sequel to Lethal League.
And even in all this heat, we're launching a discord server called Reptile Hideout where you can chill, talk about Lethal League (or Megabyte Punch!) and hear the latest news about games made by Team Reptile. Hope to see you there!
This update spent a long time coming. After many iterations, the parry has finally reached a form that is fair to high and low level players on low and high speed. An array of smaller tweaks are also included.
Dice After the first year of post-release, I've been more or less hands off in terms of character balance. I believe it's a good thing that these things don't constantly change. After consideration I have decided to make an exemption for Dice. He received some tweaks that make his special move faster and a little more versatile.
Parry Parrying at low speed now allows the victim to live, but grants full energy to the initiator. This allows specials to be used to guarantee ball control after release. At high speed, parries become a certain kill instead.
Just activating the parry increases the speed by 3 now. Which makes it harder to constantly spam (as you'll lose the ball over time due to the speed). And can be used as a tool to speed up the ball more without doing a more predictable smash.
Change log: - Parry hitpause delay scales from 40 to 80 speed, 29 frames to 0
- Additional hitpause delay is added if the player is parried from behind
- Serve Auto-parry knockback is reduced to make it certain-kill
- A successful parry completely fills up the energy meter now
- Special moves can be performed after a successful parry, but will be activated at the end of the hitpause
- Parry knockback stun releases 3 frames earlier when pushed against a wall
- Dice's special ball bounce duration is reduced from 16 to 8 frames
- Dice can now choose to release a bunted ball from the ground by holding 'down'
- Reduced clash knockback
- Endlessly extending parry hitpause bug fixed
- Player release before ball release on parry bug fixed
- Latch sprite fix on taunt
- Switch sprite fix on various frames
https://youtu.be/guqDJnGkmnM
Hype matches, top players from all around Europe and a great setting made the first live Lethal League tournament an event to remember! We had our boy Gijs from Mortier Media make a video to give you a taste of how the event went down. Check out the footage of Jaw Breakers Live!
The music in the video is by Rahzan. The tracks ‘Astronomic’ and ‘Hey’ were a great fit for the vibe we had going. Check out his latest album ‘Home’, released just last month, here. If you’d like to support him, you can (in true underground fashion) give him a mail and ask to buy a copy!
Jaw Breakers Live was won by aTastyT0ast from Germany. As a high placed EU player in the previous Jaw Breakers online tournament all eyes were on him and he has proven to be a worthy champion. On top of the prize money and Lethal League goodies, he will be awarded a special ingame icon to show off with! We hope aTastyT0ast will be there next time to defend his spot and all the others (and more) to challenge him!
The top 5 results:
1) aTastyT0ast (Germany)
2) Ice Coldas (Netherlands)
3) Glioburd (France)
4) YinYin (Germany)
5) Tenasow (Denmark) and Creme Brulee (Netherlands)
This update spend a long time coming. As evidenced by a beachball in a winter update. Try the new ball type out under ‘ball type’ in the character select options dropdown. Aside from gameplay tweaks, we focussed our attention to connectivity issues players have had when playing online and rematching. Despite being inherently hard to pinpoint, we were able to solve various problems.
https://www.youtube.com/watch?v=1jr-gs8CqCw
Next, let’s go through some of the changes.
Spectator mode You can now join a game lobby and be a spectator. If the lobby is already full with 4 players you will be automatically assigned to a spectator spot. As a spectator you can watch the match and won’t experience any lag which is ideal for streaming matches and tournaments.
Flashing effects If you've ever been bothered by the white or black flashes during gameplay or are sensitive to such effects, there is now an option to turn them off in the Game options.
Scaling parry knockback This is a big chance for higher level play. The knockback duration after being parried is now linked to the speed (and therefore hitpause) of the ball. This should mean no more guaranteed parry K.O’s on lower speeds, making matches reach higher speeds on average. On lower speeds, parry victims will have time to take a swing and the parry initiator can choose to aim towards or away from his or her target.
Clashing limited to facing You can now only clash with attacks oriented towards you. Clashing was a bit too random and not fun enough to make up for it. This should stop the more odd-looking cases of clashing.
#FreeCorpseJuggling The hard limit of 5 corpse hits has been removed. However, once the ball is in play in the next burst, active corpses can not be hit anymore and energy is reset. Also, corpse hurtboxes have been scaled down a bit to make more sense visually.
Holiday modifications The holiday modifications are back! We also added a christmas tree to Room 21 and gave Candyman a nice christmas hat. For all your safety we removed the slippery ice physics in the Abandoned Pool. If you’re reading this you’ll most likely own a copy of the game but if you have some friends or family who, for some reason, don’t own the game there is always the holiday sale. 66% OFF! You can get a 4-pack for the prize of one copy. Ridiculous.
Changelog – Added spectator mode
– Added beachball ball type, unlocked by default
– Corpse hurtbox size is reduced by 25%.
– Dynamic parry knockback, except for serves
– Corpses can now be hit until the ball is fully returned in play
– All player energy is reset at the reactivation of the ball now
– Swing clashes and bunt clashes now only happen when facing each other
– Fixed screen shake interrupting/overlapping which caused long shakes to suddenly stop
- Added an option to disable flashing effects
– Moved extra impact effect to speeds over 50
– Taunt resets the ball in training mode
– Added a bunt and a taunt to a certain character
– Fixed corpses freezing on special activation of a certain character
– Added an effect on a certain character’s special
– Dice can now also superjump by holding up
– Dice UI graphics tweaked
– Raptor special hold doesn’t default to his smash angle anymore
– Fixed CPU looking to the right after a burst
– Fixed CPU not respecting parries
– Fixed the boombox hitpause meter ignoring the parry hit
Enjoy!
Best wishes from the whole team. See you again in 2016!