- Reworked ability layout for all mobs: each weapon keeps its own right click, and each mob has 2 universal abilities that work with any weapon in hand
- Universal abilities ended the day on E and R, with their own rune icons, and they draw their own item for the cast
- Final Smashes now fire on Q with anything in hand. The Smash Crystal doesn't take a hotbar slot
- Move names sit over the Q, E and R slots, and key labels follow each player's own bindings
- Hotbar locked to slots 1, 2, 3 and 8. Number keys elsewhere do nothing, and the scroll wheel skips them
- Players can't pick up dropped items in a match or the lobby
- New health bar in the game's own art, fed by the server
- Hitboxes now count any part of a body, so fighters no longer have to be well inside one to be hit
- Smash Crystal rework: star helix, glints, a bob, a compass marker, its own banner, more fanfare, and mob sounds on use. Maps can now set their own crystal spots
- Piercing Shots reworked: click to fire up to 3 shots through walls, with an aim line everyone can see that thickens until the instant shot. A 10s timer counts down, and hits don't move or stop enemies
- Colossus Hammer reworked: its own statue animations and a correctly scaled hammer. The swing deals 12 and spikes down, the impact is a sphere dealing 40 at the center down to 12 at the edge, and a shockwave hits anyone it missed
- Rattle Me Bones reworked: for 8s nothing costs stamina, launchpads included, with bones swirling around your body
- Dart Storm: green streaks around the Rogue while active
- Nightfall replaced by Blood Moon: a custom red moon, a screen effect for everyone, red and white Vampires, and for every Vampire in the match x1.35 speed in either form, half stamina costs and double healing
- Hypnosis replaced by Hypnosis Shot: a slow purple cloud that hypnotizes on contact and deals no damage
- Frost Breath now starts at the staff's tip, follows your aim, and its particles end where the hitbox ends
- Homing Arrow: letting go now works from any weapon, and it no longer swaps to the bow
- Purple effects on Vampire's axe, Bite, Blood Grab, stakes and healing
- Sunlight burns while the sun is above the horizon, and burn ticks no longer interrupt moves or break Blood Grab
- Training range: the lever and statues work while transformed, and a second row of statues in the yard swaps your mob on the spot
- Games Keeper added: an NPC across from the stats keeper that lists every game being played on any server, with Watch to spectate one
- Spectator menu has a Leave button
- Lobby and arenas no longer run world events, block ticking or world map generation
- Fixed palm trees and other decorations breaking when a map loads. Maps now stay as built
- Fixed leftover decorations after map decay
- Major map decay performance work: lighting was the main CPU cost, and is about 84% lower in testing. Newly exposed blocks may take a few seconds to light up
- Reduced map decay hitches further
- Split the game into a lobby server and match servers, which start and stop on their own as games need them
- Added a capacity test using fake players, to measure how many matches a server can really hold
- Fixed E and R not working after the universal ability change
- Fixed lobby picks transforming players outside the range
- Fixed Blood Moon not restoring the sky
- Fixed projectiles colliding with walk-through blocks like grass and flowers
Balance Changes
- Swashbuckler: Blunderbuss Stamina Cost: 2.5 → 4; Blunderbuss Startup: 0.5s → 0.7s
Blunderbuss was still too strong and spammable
- Archer: Impulse Bomb Stamina Cost: 3 → 3.5; Impulse Bomb Startup: 0.2s → 0.4s
Too much of a bailout. Taking longer to cast should let others punish bad positioning
- Rogue: Vulnerable Dart Stamina Cost: 2.5 → 1.5; Vulnerable Dart Endlag: 0.3s → 0.2s; Vulnerability Duration: 5s → 8s; Vulnerability Multiplier: 2x → 1.5x; Strong Slash Startup: 0.25s → 0.1s; Strong Slash Endlag: 0.35s → 0.9s, with a slow; Strong Slash Damage: 30 → 37; Strong Slash Range: 2.6 → 3; Removed Strong Slash ground bounce; Dagger Damage Multiplier: 0.25x → 0.3x; Teleport Dart now works from either weapon
Making vulnerability more central and less risky to use. Strong Slash is easier to hit and meant as a finisher
- Yeti: Icicle Field no longer dashes during its cast, and launches everyone about 10 blocks up regardless of damage or weight; Frost Breath Range: 5 → 4, now measured from the staff's tip
Predictable launches make for predictable combos
- Vampire: Bite Range: 2.2 → 3
- Border reworked into map decay: the arena falls apart from the outside in, at a steady pace so the last block goes as the shrink ends. Overhangs fall, and the rest crumbles
- Training dummies are now real fighters in the match, so every move reaches them the way it reaches a player
- Training range expanded: a stair through a hatch onto the roof, a back door to an outdoor yard, and a Smash Crystal in the yard that comes back a few seconds after someone takes it
- Dummies moved onto free floor, with one on the tower and one in the yard
- Lever inside the range's front door: each player's own invincibility switch, with a nameplate showing your setting
- Tracker Compass in the second to last slot: names the nearest opponent, their distance and direction, with an arrow in eight directions while held
- Launchpads now cost stamina and stop regen during a match. Fighters can't change their settings, and each pad can set its own cost
- Bat Form now really flies, at its own speeds
- Rogue smoke: others inside it can't see the Rogue's health bar or name tag, and the Rogue sees a green ring at the edge instead of smoke
- Smokescreen is easier to see
- Vampire now has a black and lilac look
- Blood Grab contact tuned so it connects more reliably
- Every match's time of day is locked at noon, without stopping Nightfall. Beach was always night before this
- Pregame polish: map title card, a whoosh per fighter card, how to play cards with a chime during the countdown, and mob portraits on the HUD
- Lobby arrivals land on free spots around the spawn
- Scrolling skips empty hotbar slots
- Placeholder Tank and Ranger removed
- Wind-up animations are prepared at startup, so there's no reload popup mid-match
- Fixed the "Failed to load CustomUI documents" error on join
- Fixed hotbar selection
Balance Changes
- Archer: Homing Arrow Center Damage: 34 → 25; Homing Arrow Edge Damage: 20 → 10; Homing Arrow Startup: 0.5s → 0.6s; Dagger Damage Multiplier: 0.8x → 0.2x
Homing Arrow was too strong and centralized the mob
- Rogue: Stamina: 10 → 12; Teleport Dart Recast Endlag: 0.15s → 0.05s; Strong Slash Damage: 24 → 30
Rogue had trouble getting kills, was short on stamina, and struggled to land the teleport behind combo
- Swashbuckler: Boarding Hook Range: 10 → 12; Boarding Hook Miss Endlag: 0.5s → 0.7s; Blunderbuss Stamina Cost: 1.5 → 2.5
Recovery was lacking. The longer hook helps, with more punishment for missing it
- Yeti: Shoulder Charge Endlag: 0.4s → 0.8s; Battleaxe Damage Multiplier: 1x → 0.9x; Ice Shards Startup: 0.25s → 0.2s; Ice Shards Stamina Cost: 1 → 0.9; Icicle Field particles now line up with the hitbox
Slightly too strong in a brawl, with too much trouble closing the gap at medium range
- Vampire: Bite Damage: 5 → 8; Bite and Blood Grab gain super armor
- Rules for what fighters can do during startup, endlag, freefall and while restrained now all live in one table
- A hit now interrupts a move's startup and refunds it, unless the move has super armor
- Dodges no longer cancel startup or endlag
- Input buffer: pressing a move near the end of a cast now fires it when the cast ends, instead of being dropped
- Hit feel pass: camera shake by damage, a thump on heavy hits, a smoke trail on hard launches, and a burst on knockouts
- Added a multiplayer test island, with infinite lives, auto respawn and late join
- Higher, floatier jumps
- Sprinting no longer costs stamina
- Knockouts from falling now show their burst inside the arena
- Fixed the red X doubling its tilt, and a crash from air jump boots
Balance Changes
- Swordsman: Blunderbuss added on Q: draws a gun, 0.5s startup with full mobility, one straight shot for 10 damage. Cutlass Wave shelved, right click is now Crimson Cross
Gives the Swordsman a ranged option without slowing the fighter down during the wind-up
- Boarding Hook: Latching to a block is now a rigid winch planned at the moment it latches, and any hit cancels it
Works the same at any ping
- Crimson Cross: Redrawn as two crisp red cuts that snap out in about 20 ms and are gone after 0.25s. Added charge glow, release camera and critical sparks
- Plunder: Redesigned into a red glass cannon. For 6s: speed x1.25, damage dealt x1.5, damage taken x1.5, knockback taken x1.5. No Focus bonus while active