Previously, if the player landed during an attack while facing left, their position would shift a few pixels to the left. This will no longer occur.
Changes:
Adjusted the "Clutch" achievement.
Previously, you needed to go from losing to winning in the last 3 seconds, on top of some other conditions. The timer has been extended to 4 seconds. You can also earn the achievement if the match ends in a draw, if the outcome is favorable for you (you were up in round points),
Bug Fixes:
Fixed the scaling on gamecube controllers.
Previously, you'd only be able to hit ~0.9 on a gamecube controller's joystick, causing you to have inferior air drift and airdodge length compared to any other controller. This has been patched.
An attempt was made to improve the framerate in menus with a gamecube controller attached,
As a reminder, I am referring to using a mayflash adapter set to PC mode. If your gamecube controllers are showing up as xbox controllers, try disabling PS4 Controller support in Big Picture Mode.
Love, Teridax
Patch 3.1.2
Patch Notes for Version 3.1.2:
Gameplay Changes:
Adjusted the crouch; height is now 115.
In 3.1.0, the crouch had a height value of 140. A mistake in 3.1.1 caused it to become 100. While this was a mistake, I liked the new utility I saw from the crouch in tournament play. That being said, it's very strong right now, so I've reverted it a little. It's still much closer to the good crouch than the old one, but hopefully more reasonable.
UI Changes:
Fixed a framerate issue with the menus, buttons, logos etc.
These should all play at the intended framerate now, on all monitors.
Removed the Matchmaking button.
One of the most common complaints I get about this game is that nobody is on matchmaking. Indeed, most people find matches in the discord or in private. I have removed the button temporarily to try and avoid confusion. In the future, I will be investigating more options to connect to players.
All of these changes were in 3.2.0, which was slated to release around now. But as the month rolls on, I realize I am not finding the time to work on that update. I decided to bring these features forward while I continue to work on the core of 3.2.0, which is coming soon. In the next update, look forward to cross-platform multiplayer with Itch.io, a new game mode, and some more.
(Or, perchance, you can access the new gamemode right now in the discord!)
Love, Teridax
Patch 3.1.1
Turned some secret engine functionality back on that was temporarily disabled in 3.1.0
Patch 3.1.0
Patch Notes for Version 3.1.0:
Gameplay Changes
The landing lag accrued by landing during an airdodge is now jump cancellable in the last 7 frames.
This makes wavevdashes actionable much earlier, with effectively 1/2 the lag.
Air acceleration is increased by 0.04 pixels/frame^2.
This sounds small, but gives you enough air control to walljump 2 extra times in one leap!
Crouching height decreased by 10 pixels.
Landing animation height decreased by 15 pixels.
In jumpsquat, you now move at 0.5x your previous horizontal velocity.
Previously you stopped. This shouldn't impact gameplay, as it only lasts 3 frames; but it looks smoother as you no longer come to a complete halt when jumping.
When crouching out of a run or after landing, you conserve momentum and slide for a few frames.
When standing after landing, you conserve some momentum and slide for a few frames.
These also extend the length of a wavedash, if you don't cancel it with a jump or dash. Also makes it easier to conserve momentum between multiple jumps.
When jumping out of a crouch, you now start at a speed determined by the position of your controller, maxing out at 0.5x maximum ground speed in either direction.
Previously, you would jump with the velocity of whatever you were doing before crouching, letting you store the running speed in a crouch indefinitely.
This is added to the crouches' existing velocity, meaning if you are sliding forwards you will have a harder time jumping back, and vice versa.
Nair hitbox extended in the back.
The front hit was slightly larger than the visual, but the back hit was not. This makes the back hit more consistent with the front hit. It also covers a small part of the visual that was not covered by a hitbox. See the end of the document for a before/after.
Feature Changes
Renamed "1 Player" mode to "Training" mode.
The timer no longer decreases in training mode, and the score objects have been removed.
In training mode, the health bar resets to neutral when a combo drops (is considered no longer true).
Bug Fixes
Fixed an issue where the "restart" button caused desyncs online.
"You are offline" and "no open lobbies" menus now respect the dark theme.
Fixed an issue where the health bar and other UI animated unevenly.
Hitbox before/after:
Planned changes in future versions:
Controller rebinding
Crossplat with Itch.io
And more......! :^)
Thanks everyone for playing, we had a very successful launch month and I'm so happy with our community. Sorry this update took so long, we did a lot of testing in the beta branch in the official discord. You should join it, if you're interested in contributing!