Nickelodeon All-Star Brawl 2 Update 1.05: Bug Fixes, Team Attack, and New Modes
Nickelodeon All-Star Brawl 2 Update 1.05 has been released for all platforms and is now available for download on PC. The update brings several bug fixes, improvements, and patch notes. The file size may vary depending on the gaming platform you are using. So if you’re playing Warframe, make sure to update to version 1.05 to experience the latest enhancements and fixes.
Nickelodeon All-Star Brawl 2 Update 1.05
NEW
- Added team attack to rulesets: In this update, team attack has been added to the rulesets. This means that players can now accidentally hit their own teammates, adding a new layer of strategy and coordination to team battles.
- Added Steal Stock Mode in team battles: A new mode called Steal Stock has been introduced in team battles. When a player runs out of stocks, they have the ability to steal their teammates’ stocks and continue playing. This adds a dynamic element to team battles, as players must work together to manage their stocks effectively.
- Added Stock Pool in team battles: In addition to the Steal Stock Mode, a Stock Pool has been implemented in team battles. All teammates now share a stock pool, and if any player dies on their last stock, the game ends for the entire team. This encourages teamwork and careful stock management.
GENERAL
- Competitive players can’t kick players in competitive lobbies anymore: To improve the competitive experience, the ability to kick players in competitive lobbies has been removed. This prevents potential abuse and ensures fair gameplay for all participants.
- Fixed timed mode ending at 1 instead of 0: There was a bug where the timed mode would end at 1 second remaining instead of 0. This issue has been fixed, ensuring that matches end at the correct time.
- Fixed an issue where CPUs would get stuck on the edge: Previously, there was a problem where CPUs would get stuck on the edge of the stage. This has been addressed, allowing CPUs to move freely and ensuring smoother gameplay.
CAMPAIGN
- Fixed the bug that some bosses were dying at half health: There was a bug in the campaign mode where certain bosses would die prematurely at half health. This bug has been rectified, ensuring that bosses have the correct amount of health and providing a more challenging experience for players.
- Added offscreen indicator to arena’s mobs: In order to improve visibility and awareness during the campaign mode, an offscreen indicator has been added to arena mobs. This helps players track the location of enemies even when they are offscreen, allowing for better planning and strategizing.
- Fixed bosses ending at phase change when continuing a run in progress from the main menu: When continuing a run in progress from the main menu, there was an issue where bosses would prematurely end their phase change. This has been fixed, ensuring that bosses progress through their phases as intended.
- Added power up category icon to NPCs in campaign: To provide players with clearer information and visual cues, a power up category icon has been added to NPCs in the campaign mode. This helps players identify power up opportunities and plan their strategies accordingly.
- Fixed new interaction indicator not working properly at first: Previously, the new interaction indicator was not functioning correctly at first. This issue has been resolved, ensuring that players are properly notified of new interactable objects and elements in the game.
- Fixed Clockwork and Vlad Plasmius idle animation in hub: There were some issues with the idle animations of Clockwork and Vlad Plasmius in the hub area. These animations have been fixed, resulting in smoother and more realistic idle movements for these characters.
- Fixed CPUs starting at incorrect difficulty when training with Splinter in the hub: When training with Splinter in the hub, CPUs would sometimes start at the incorrect difficulty level. This has been addressed, ensuring that CPUs start at the intended difficulty level for efficient and effective training sessions.
PATRICK
- Fixed the issue where slime canceling after command grab glued the character to Patrick: There was a problem where slime canceling after Patrick’s command grab would cause the character to become stuck to Patrick. This issue has been fixed, allowing for smoother gameplay and preventing unintentional glitches.
- Fixed Patrick’s rolls and spot dodge being actionable before they should: Patrick’s rolls and spot dodge had an issue where they became actionable before they should have been. This problem has been rectified, ensuring that rolls and spot dodges function correctly and are balanced.
- Fixed Charge Air Up Hold having super armor if executed with slime: Charge Air Up Hold had an unintended super armor property when executed with slime. This has been addressed, ensuring that the move behaves as intended without any unintended advantages.
- Neutral special landing recovery increased from 4 frames to 18: Patrick’s neutral special had a landing recovery time of 4 frames, which has been increased to 18 frames. This adjustment provides a more balanced playing field and prevents potential abuse of the move.
SQUIDWARD
- Fixed an issue that made Light Air Back always send in a reversed direction: There was a problem where Squidward’s Light Air Back move would always send the opponent in a reversed direction. This issue has been fixed, ensuring that the move behaves as intended and providing more consistent gameplay.
REN & STIMPY
- No longer recovers Special Forward Car when hurt offstage: Previously, Ren & Stimpy could recover their Special Forward Car even when hurt offstage. This has been corrected, ensuring that the move works as intended and maintains balance in gameplay.
- Light Air Back landing lag increased from 16 to 17: The landing lag of Ren & Stimpy’s Light Air Back move has been increased from 16 frames to 17 frames. This adjustment helps balance the move and prevent potential abuse.
- Adjusted knockback on Back Throw to prevent chain grabs: Back Throw had an issue where it could be used for chain grabs. This has been adjusted, preventing chain grabs and maintaining fair and balanced gameplay for all characters.
RAPHAEL
- Can only stall once per airtime with Charge Air Up: Raphael could previously stall multiple times per airtime with Charge Air Up, which provided an advantage. This has been changed, allowing Raphael to stall only once per airtime for fairer gameplay.
- Removed Charge Air Up head intangibility: Charge Air Up had an unintended head intangibility property, which has been removed. This adjustment ensures that the move behaves as intended without any unintended advantages.
- Reduced the size of hitboxes on special Up: The hitboxes on Raphael’s special Up move were larger than intended, causing potential imbalances. The hitbox size has been reduced, ensuring that the move has a more appropriate hitbox range.
- Slightly raised the lower hitboxes on Charge Forward Release: The lower hitboxes on Raphael’s Charge Forward Release move were slightly too low, resulting in missed hits. These hitboxes have been slightly raised to improve accuracy and consistency.
DONATELLO
- Light Neutral 1, Light Neutral 2, Light Combo, and Light Finisher block pushback reduced: The block pushback on Donatello’s Light Neutral attacks and Light Finisher has been reduced. This adjustment prevents potential abuse and ensures fair gameplay.
- First active frame hitbox positions adjusted on Light Finisher: The hitbox positions on the first active frames of Donatello’s Light Finisher move have been adjusted. This helps improve accuracy and consistency, resulting in a more balanced move.
APRIL
- April’s down light movement glitch was fixed: April had a glitch in her down light move that caused unintended movement. This glitch has been fixed, ensuring that the move functions as intended and preventing any unintentional advantages.
- Fixed Neutral Special Slime Cancel glitch recovering the charge: There was a glitch where April’s Neutral Special Slime Cancel would recover the charge. This glitch has been addressed, ensuring that the move works as intended without any