More handling changes, substantial bug fixes, and animation work.
Features
Characters
Misc
Fixes
v0.7.1, v0.7.2, v0.7.3 - Bug fixes, physics, and etcetera
A quick set of three patches over the last two weeks, featuring a new knockback curve and a little bit of menu polish.
v0.7.1 - Dec 26 2020
Minor balance patch.
Tweaks
Characters
Carbon
Helium
Misc
0.7.2 - Dec 30 2020
Another rework of knockback and stun, character handling tweaks, and balance changes.
Tweaks
Characters
Misc
0.7.3 - Jan 3 2021
Picking back up on bug fixes/quality of life improvements, which will be the priority for the rest of 0.7.
Features
Tweaks
Fixes
New netcode: Antistatic 0.7
It's been a while, but 0.7 is finally released.
Headlining the changes, and the source of many delays, is refined netcode: mostly rewritten, and much more stable. There have also been substantial tweaks to knockback curves, several bug fixes, and polish passes over some parts of the game.
As usual, report any bugs in the Steam discussion board or on the official Discord.
Full change log:
0.7.0 - Dec 20 2020
New controller polling code, new netplay code, tons of netplay improvements, a lot of code cleanup, more visual improvements, new knockback curves.
Features
Balance
Fixes
Misc
v0.5.0 - Getting A Head
For the one-year anniversary, this patch lays the groundwork for per-character models, improves hit response, and fixes several netplay bugs. Through the 0.5.x series of patches, the focus will be on improving Antistatic's aesthetic: more modeling work, replacing placeholder animations, and building graphics engine tech to support more visual effects.
Patch notes:
v0.5.0
Groundwork for per-character models. Helium's body is finished, but others mostly only have heads. WIP.
Features
* Per-character models
Characters
* Landing friction changed
Helium * Up-B no longer has a sweetspot * Dair momentum changed a bit, early auto cancel window widened
Iron * Up-B is now flexible; previously locked to cardinal directions * Neutral-B works more consistently
Misc
* `dbg animations` now includes slide momentum in velocity values * Node.js upgraded to 13.7.0
v0.4.8
A handful of changes, improved hit response, plus some netplay fixes before the 0.5.0 release.
Features
* A lot of changes to how hit response works; grounded hits are particularly improved * Light shielding is now disallowed in 19XX
Characters
* A lot of animation improvements for Silicon, Carbon * Energy recharge delay +10 frames
Carbon * A lot of animation polish * Increased ledge grab range * Increased bair range * Reduced dtilt startup * Up-B sweet spot improved, safer
* Fixed some weirdness with tap inputs * Spot dodge is properly disallowed in 19XX again * Fixed IK not really working right * A ton of fixes for netplay, but still not ideal
Misc
* `dbg animations` shows more stuff, more cleanly * Upgraded Node to 13.6.0
Alpha 0.4.6 - More translations!
0.4.6 - Nov 16 2019
Unicode support is finalized. Machine translations now included for Japanese, Simplified Chinese, Traditional Chinese, and Korean. More UI is now translated, including stage names. Text looks nicer, too.
Features
Characters
Fixes
Misc
v0.4.5: New Character, Rhodium
New character: Rhodium.
Rhodium's defining mechanic is Burn. After using a non-special attack, the move becomes burned and loses hit bubbles. This may result in less range, loss of a sweet spot, or a completely different trajectory. All moves are reset when using down-B, which can be jumped out of.
Balance
Rhodium <*>New character Xenon <*>Dtilt buffed
Fixes
<*>Fixed some bugs with animation redirects <*>Fixed potential bugs from not re-initializing characters on respawn
Misc
<*>Replaced a few placeholder miscellaneous animations for all characters <*>Updated to Node 13.0.1 <*>Updated to SDL 2.0.10 <*>Updated to FreeType 2.10.1
0.4.4 - Sep 29 2019
Working prototype for a control rebinding menu with bad keyboard support, plus small changes while busy with life.
<*>Functional control rebinding menu; very rough and keyboard support doesn't allow adding/removing keys yet <*>Can now toggle tap-jump mid-game by holding down taunt (d-pad down by default) and pressing jump <*>D-pad can now be used to navigate new menus
Balance
Carbon <*>Bair knockback rescaled <*>Down-tap knockback increased Helium <*>Reduced startup/backswing of side-B <*>Drastically reduced landing lag of down-B 2 (after hit) <*>Reduced nair startup, duration, backswing <*>Reduced dair duration, backswing <*>Side-B now drains energy over time as held
Fixes
<*>Fixed controls menu not always populating <*>Fixed a few things that prevented building on Linux (distributable coming later) <*>Fixed multibyte symbols being measured incorrectly (Russian language fix)
Translation Alpha - v0.4.3
Mostly internationalization work. Most UI now goes through the translation system, so the game should largely be understandable (depending on machine translation quality). The next step is better Unicode support, to allow for CJK translations.
Machine translations available for testing: Spanish, French, Italian, German, and Russian.
Internationalization prototype for the main menu, powered by Fluent! Tries to guess proper language, change with `config locale [en/es/de/ru/it]`; reads from `app/assets/ftl` directory. Right now, it's just temporary machine translations. Let me know if anything's particularly funny.