Small patch that addresses how armor works when getting hit. No more floating armored characters! I also addressed scaling issues with Octonia's normal throw and did overall balance adjustments to damage and scaling in the hopes that combos that use 3 resources (3 meters, 2 meters + 1 pop, etc.) do about 500+ damage on average.
MerFight 0.42 Update -- Rescale!
Relatively small build, but wanted to get it out early before MerFight's 3v3 tournament on March 11th, so there may be a new patch shortly after this one. This one focuses on scaling.
Version 0.42.0
General
The winner (in player versus player) can now skip mid-match win poses (animations pop a little, which will be addressed later.) Major adjustments to scaling. Scaling is 1.1x times greater than the wipeout contribution for most moves. Pop cancels now reduce scaling by 50 percentage points instead of adding to scaling. Normalized wall bounce and ground bounce hitspheres for all characters (Gamma's are 1.067% larger). Attempted to make the super KO effect show up more accurately.
Arctina
Overhead startup increased from 22 frames to 23 frames.
Strike
Overhead startup increased from 18 frames to 23 frames.
Drargos
Overhead startup decreased from 25 frames to 23 frames.
Naeco
Overhead startup decreased from 28 frames to 21 frames. Venom Upper now launches slightly higher. Naeco's Infection {11}+{12} now turns 10 energy bubbles into poison bubbles (similar to how Drargos's old {11}+{12} used to work.)
0.41.2 hotfix release
During a tournament today, a softlock bug involving Enjellique was found. Fortunately, it was pretty easy to address.
This build also addresses the following:
Version 0.41.2
Fixes
Fixed a softlock bug that was happening mostly with Enjellique due to the new wipeout calculation system. Fixed a bug in which the KO echo should not persist if a match ends during KO.
Reversal Change
All reversals cause wipeout or "Reversal Wipeout" if they land.
Rho
Changed his reversal to manta blade.
Drargos
Changed his Windkick Super back to 6 frames start-up.
Gamma
Change to Gamma's Reversal, Reverse Buffalo Crab -- now just a simple headbutt without the diving part.
0.41.1 Hotfix
After being made aware of this. I decided to make a quick patch. Octonia's Octostunner should no longer reducer her damage scaling to 1%; it should instead only scale down to 95%.
I also decided to adjust how wipeout is calculated based on damage and repeat move usage as opposed to combo count.
MerFight 0.41.0 Update
Various updates concerning reversals, rolls, and more.
General
Players can now ask the host to change the stage. A small pop-up should appear near the requesting player. When changing servers, spectator status should remain. All supers, on average, should do approximately 10 points of wipeout. Stages should no longer have leftovers when being disabled. Camera tracks highest player slightly more. Both players start with one pop gem on match start. Pop Guards and Pop Pushbacks will use meter or pops, whichever is higher. Lenient Input status is visible and can be toggled on character select. Big giant shadow from Gigi's stage should be fix. Combo count is not factored into Wipeout values for super moves, only normals and specials (may remove entirely but we'll see.)
MAJOR Reversal Change
All reversals are no performed using LP/HP OR LK/HK depending on the character and can only be performed during getup animations, not roll. Characters only have ONE reversal that cannot be pop canceled from but can be super canceled from. You can quick rise and perform your reversal. Rolls now last ten frames longer.
Enjellique JHP start increased by 2 frames and slight hitsphere adjustment so it doesn't reach as far.
Bolt Eel Cannon is only +5 on hit instead of +7 Charged HK Eel Roll is slower. Shocking Eel Roll tracks opponent for better consistency. Shocking Eel Cannon only last 3 seconds instead of 4.
Strike Only turns invisible when using Leaping Shark with full meter. Super Shark Catcher can now catch players who have been hit, but damaged reduced to 180 from 300. Slight reduction on Super Falling Hammer's hitsphere. Leaping Shark hitsphere adjusted to catch crouching foes more easily. Alt. color added for second costume, more to come.
Gigi Angler Dive hitstun reduced so it is harder to combo heavy attacks into.
Rho Rho will flash blue when JHK is fully charged for ground bounce.
Drargos Drargos's wall does not disappear on block or hit, only on knockdown (or spinout, etc.) Drargos's Spear Kick super startup increased by 2 frames. Slight SHP adjustment so it can hit courching opponents.
Naeco Infectious Venom Knee has an alt. ending: Infectious Venom Knee Arc, which can be performed by holding down during Infectious Venom Knee. Best if used in the corner, but does less damage. When poisoned, players cannot collect energy bubbles.
Atlas Altas's LK stomp is now +3 on block. Altas's HK stomp launches slightly higher. Atlas's super anti-air kick now vacuums in slightly, making it more consistent.
Arctina Slight Foretold Slash is now less safe on block.
Odon New alt. color for costume 1.
Here's a video going over some of the updates:
0.40.3 - Patch
This is a small fix. A new build with more changes should be coming before Feb. 12.
General Updates Slight change to costume selection. Left and right change costume; up and down change color. Fixed a memory leak that caused the game to crash after 120 matches or so; unfortunately, the 32-bit version of the game have been disabled for now. Button config should not update when opening on character select. Button config can now be reset to default. Throws should look correct, even if grabbing opponent's facing the same direction as the throwing player. Player 2 selection should revert if character select is left early. Arcade Mode no longer allows player 2 to join Slight CPU adjustments (they shouldn't throw break as often.) Updated the disconnected controller ui CPU Difficult cannot be adjusted for versus player vs player matches
Arctina Bug fix: Should no longer gain "infinite" armor if thrown out of Frozen Defense.
Drargos Bug fix: Should no longer be able to create two walls.
Rho Jump HK can be charged; will not ground bounce if uncharged. Charged will groundbounce regardless if the opponent is airborne or not. Manta Blade and Manta Blade Barrage can be performed in the air. Manta Blade Barrage "vacuums" opponents, making it more consistent.
Bolt Shocking Roll "vacuums" opponents, making it hit more consistently. Eelctric Leap's radius is 5 times larger, making it hit more often.
Odon Trillion Color Chisel "vacuums" opponents, making it hit more consistently.
The following video goes into some of these in more detail:
VSync Fixes: 0.39.2 Is Live
Version 0.39.2
Fixes VSync in quality settings should now set properly. Note, Vsyncing doesn't matter if not in Exclusive Window Mode, but if vsyncing is on in other window mode, it prevents the target framerate from being applied, causing the game to look "off." If you aren't running in Exclusive mode, turn VSync off.
Bolt Eel Charge now causes pushback and is -12 on block instead of -10. Fixed mid match win quote typo. Bolt should no longer show up in Enjellique's stage if "Disable BG" is set.
Rho Added 4 more costume colors.
MerFight 0.39.1
Version 0.39.1
General Updates Simplified quality settings Added FPS Counter Locked Story Mode temporarily More fighter titles; each character now has 3. Updates the UI to make Pop Cancels more noticeable.
Stages Stage optimization New stage artwork for Octonia, Gamma, and Enjellique.
VFX Updates the VFX for Gamma, Naeco, Enjellique, and Drargos. Changes how Gamma's charge effect looks as well as Bolt's.
Bolt Eel Charge now has a hitbox and can neutralize projectiles.
Drargos Antennae will disappear after Drargos blocks or is hit.
Here's a video showing some of the changes:
0.38.1 Patch
Small fix concerning armor VFX not working as well as Arctina's spear not disappearing. Also added one additional alt. color for Odon and Enjellique's Halloween Costumes.