This has gone up by ~200 in the past few days. I don't even know how to check whatever it is. :^P
Anyway:
Fixed a bug where in certain circumstances Lenny explodes earlier than it should(!) ever since the bugfix where it doesn't get lifted into the air. :^P Thanks Mr. Peck!
Fixed missing character shadows on random types of graphics cards since the last update.
Fixed missing palette effects and lighting on Ms. Fortune. Get back here!
Fixed graphical lines in front of Fukua's drill and Painwheel's taunt. (They had always been in the source art, but only the graphical update made them show up, hahaha.)
Attempted to fix..."huggies"? Ending Double's Hornet Bomber motion with any of B/DB/D+K (4/1/2+K) will now always give the normal attack instead of a Hornet Bomber, similar to (but different from!) the protection provided to Fortune and everyone else with a DP, which Hornet Bomber didn't have. Dash crouch Light Kickers rejoice!
Fixed some more bugs in Double's VO set.
Title screen build ID 16816. What a nice number.
The fixes, they continue..!
General:
Added every number between 0-100 for all the "volume" options. Numberrrrrrsssssssss!
Reduced overall game volume by 20%, because Skullgirls is a very loud game.
Replay Theater now doesn't crash on Mac! Sorry about that...
Fixed multiple graphical issues with sprites when running at resolutions higher than 720p - even some very old bugs. Skullgirls quite literally looks better than it ever has! (This'll be a big download again, sorry.)
Enabled crash dumps in an extra case that might not have had them. If your game was crashing without making one, maybe now it will.
More credits updates. I know what you're really here for!
Online related:
FIXED the last remaining audio issue with rollbacks! Sounds should no longer be occasionally skipped. Bursts - and most importantly Big Band's trumpet - should work great now! :^)
Online color choice conflicts are now resolved separately on each side during loading, in favor of the local player on either side, so you can no longer steal the other player's color via hacking (or bugs). Character select can look all kinds of weird, but the match will look correct. :^P
Hopefully fixed some people being unable to set a name for their lobby!
Gameplay related:
Fixed every character being able to do an Outtake on the first airborne frame of a jump. (Oops, that's been there since 1.0.)
Fixed a bug where Squigly playing her (updated) original intro would allow her to tech the first knockdown of the game. Thanks Shakyfingers!
Fukua is now armored on the first active frame of Inevitable Snuggle, to prevent her armored grab losing to a frame-perfect trade only as P1. All other interactions are unaffected.
Cerebella can no longer wrongly do an airborne ground-preblock after Magnet vs whiffed Battle Butt.
Fixed a bug in Valentine and Double's s.LK where motions were accepted backwards for 1f right before it hit.
Beowulf's grab hits and finishers now make the enemy play hit/death VO.
Fixed Death Crawl playing multiple death VOs, and other similar instances of this bug. Sorry, everyone who memed about it...
Fixed another edge case where death VO wouldn't play on...death.
Title screen build ID 16782.
Combo Breaker 2020 Update - it's all that stuff you wanted!
Since the very first year, Combo Breaker has been the Skullgirls tournament, embracing the game and welcoming the community with open arms*. Combo Breaker is the very definition of a "player-centric major", and the cancellation of this year's event due to current world circumstances was a great sadness for all of us.
...but that doesn't mean nothing's happening. In fact, quite the opposite!
Combo Breaker always had some amazing apparel, and this year is no different! We're honored to present this dope CB x SG Eliza shirt: (Proceeds from shirt sales benefit Combo Breaker!)
And for those of you sitting at home, i.e. everyone reading this, Team Spooky is running a Combo Breaker retrospective streamall weekend!
Which brings us to the reason for these patch notes...
In honor of Combo Breaker's commitment to the Skullgirls community, we're proud to present
The SG x CB 2020 Update!
Hoo boy, it's a lot.
Added:
New intro animations for Beowulf, Double, and Squigly, courtesy of Skullgirls Mobile!
A SonicFox NPC!!!!!!!! and associated update for the Class Notes variation!
KO screams for all characters when they're KO'd in the air!
Rebuilt character art with those all-important extra pixels!
Surely you all have the DLC by now, right? It's been four years. :^)
Two new colors per character from Skullgirls Switch, courtesy of Skybound Games!
Even more extra colors for various characters, also courtesy of Skullgirls Mobile!
A new stage, No Man's Land, also-also courtesy of Skullgirls Mobile!Seriously, try SG Mobile. It's free, and it has PvP using GGPO on your phone for cryin' out loud!
Several more revived, previously-removed colors for various characters. (We did what we could, but much has been lost to time...)
That's a total of over 40 additional colors!
And, of course, fixes and improvements:
Removed the cap of 3 wins in Quick Match - now you can rematch forever!
The first hit of Beowulf's snapback no longer wrongly breaks all hyper armor. It still correctly breaks Sekhmet.
Beowulf's Geatish Trepak correctly deals only recoverable damage.
Cerebella's Grab Bag now properly scales followups to 55%, if you somehow manage to follow up.
Fixed the frame of Grab Bag recovery where Cerebella would not go into hitstun if she got hit.
Double's airthrow correctly deals only recoverable damage.
Added half-circle-forward (41236) overrides to Double's Lugers, so dashing forward and performing a half-circle using an assist input correctly gives Luger instead of Hornet Bomber.
Increased the size of the hitboxes on snapbacks for Filia, Fukua, Painwheel, Parasoul, and Peacock, in order to better match the animation and/or be able to properly OTG opponents during certain frames.
Remove the last possibility of a Happy Holidays after hitting Fukua's air Drill of my Dreams.
Fixed the bug where Painwheel's Hatred Install would not end after a properly-timed sliding knockdown.
The last hit of Peacock's Lv3 correctly deals only recoverable damage.
Peacock's Lonesome Lenny can no longer be lifted off the ground by certain attacks, e.g. Big Band's Cymbal Clash.
Robo's Magnetic Trap no longer affects opponents after a snapback, removing a timeout exploit.
Removed extraneous DP (623) motions for Robo's Danger specials and Magnetic Trap, they are now properly QCT (236) only.
Added electric palette effect on opponents hit by Robo's s.HK because it looks cool.
Reduced the duration of Robo's taunt by 20f to bring it more in line with other taunts. Even with the reduction, it is still the longest taunt in the game.
Squigly can now cancel held stances between Downs in a 1v1 fight.
Squigly's Seria Sing->SBO now properly activates air-unblockable protection on the opponent, removing the unblockable Seria Sing setups using the choice of Daisy Pusher or SBO+(antiair grab).
Solo Squigly's Inferno of Leviathan properly disappears if she is snapped by a duo or trio.
Reduced the duration of Squigly's taunt by 15f to bring it more in line with other taunts.
Added ground-tech voice lines for Double.
Headless Fortune properly plays tag in/out voice lines.
Fixed the button functions in Replay Theater to match the rest of the game.
Fixed a bug where Cilia Slide, Updo, Fiber Uppercut. and Countervenom could become airborne under extremely specific circumstances.
Fixed a rare bug where characters who were KO'd, hit a wall, and then got revived were no longer able to be juggled the next time they were KO'd.
These all qualify as "fixes". There will be no further gameplay updates until after Evo at the earliest.
The goal is to bring all this to PS4 (and Switch, hopefully). We're working on it.
Title screen build ID 16730.
* Yes, this implies two different sets of arms.
Hi, sharpie.
It's May 19th, and you know what that means...
...it means I'm being weird again. No other significance. :^)
Have some more fixes, courtesy Mister Peck and the Bushels: - FIXED the way All-Play lobbies assign matches, so that it'll really match you up against the person you've played least. At long last! We hope. - Definitely FIXED the bug where someone who just joined the lobby would duplicate the in-game win streak count of the first person they fought.
Here's the music I've been listening to during work today, why not: [previewyoutube="luH9NQ0aqN8;full"] (You can, y'know, buy it here. Support those artists!)
Title screen build ID 16677.
Two fixes in one day!? OH YES.
Ladies and Gentlemen, thanks to blammitand their about-two-hours of Skullgirls play so far, but also their specific internet connection :^) I am proud to present a possible
Fix for "Lobby Fungus"!
"Lobby Fungus" is the really gross term that European players use for the situation where a lobby won't successfully count down to start a match, so everyone has to leave and make a new one. In theory, after eight years, we finally found the fungicide! Also in theory, you oughta be able to ready up around the six-second mark and probably not break things anymore. But that's much more theoretical.
Title screen build ID 16667.
Fixed another crash, and improved ping time responsiveness.
- Hopefully fixed another random crash that was common when Fortune won the last game in a Quick Match set. Thanks to several community members for providing crash dumps. Keep sending 'em in!
- Thanks to Mr Peck, ping times and jitter won't spike anymore when another person's game loads into character select, etc.
Title screen build ID 16664
Fixed the most common lobby crash!
Two important things happened tonight:
The game now makes crash dumps
if it crashes! These are useful files that help programmers pinpoint why something crashed. They go in [your Steam games folder]/Skullgirls/crash_dumps...if you get one, find me on Discord/Twitter/Steam and I can possibly fix the bug easily!
Because someone sent me a crash dump, the new lobby crash (since jitter) is now FIXED! :^)
Title screen build ID 16653.
* Hee hee "dumps", yeah yeah yeah...okay, I still laugh at it too... :^)
Oh how I love thee, small fixes, let me count the ways...
Today we present some excellent small fixes!
Thanks to Lab Zero's very own Mr. Peck(tm), unplugging or inserting a controller no longer causes a giant hiccup in the Windows version!You're gonna have to put in more effort if you want to be a jerk online now, person who definitely knows I'm talking to them. :^)
After a suggestion from someone very else's Mocktopus, Training Mode now displays both players' exact numerical Dramatic Tension values, as well as the amount built or spent during the last combo.Getting a bit crowded in that info box, but I did the best I could...
Thanks to Lab Zero's very adjacent Liam, if you are using -ascendhigher and you play online, the amount of chosen GGPO delay is now subtracted from any Ascend Higher extra delay. This means that, if you choose a GGPO delay, as much as possible of the Ascend Higher delay becomes GGPO delay instead, so it goes into reducing rollbacks instead of just adding local lag. I didn't have anything snarky to say after this one, but it felt inconsistent with no spoiler section.
Title screen build ID 16630
Three. It's three ways.
Today's a big day!
The GGPOtest updates are now in THE REAL GAME!
PS4/Switch players, please continue to wait patiently, it is not yet your time. Thank you. :^)
Please enjoy the followingseses:
Much improved netplay!
Play people from farther away, with better quality connections than mid-range players used to have. Green/yellow/red ping time thresholds and the Recommended Delay for Ping values have been adjusted to reflect the improvement.
Fixed sounds playing/duplicating/not cutting off properly during rollbacks! THIS IS SO EXCITING!
Lobbies and Quick Match now show continuously updated ping values, as well as displaying the jitter, or fluctuation in ping values over the last fifteen seconds. They also make an attempt to determine if your opponent is playing on wireless, but that is definitely less useful than just looking at the jitter. Really, just look at the jitter for a while. It's the only thing that matters. The 'wifi' part is for information only. There is no parking in the red zone.
If you yourself are playing on easily-detected wireless, there will be a teeny little red dot in the upper-left corner during all online modes. If you don't like it, you can use the Launch Option -disablewifidot
Reduced the online character select timer to 50, stage select timer to 20, and end-of-match timer to 50, to speed things up a bit.
Fixed an old exploit to grief online opponents by softlocking the character select screen. NYAAAAH! :^P
With the window unfocused, by default the game now keeps playing. If you want it to stop like it used to (except during online play), you can use the Launch Option -oldunfocusbehavior
Fixed negative-damage bug in Training Mode information display.
Added new feature: slightly crashier lobbies. :^P We'll get to it, I promise.
Replays (saved via the Launch Option -enablereplays) will now automatically embed useful netplay-debugging data. If you have a problematic netplay match, you can just send me replays! You can also press Start and it'll get recorded to the replay file to help me fine problem spots. This way I can tell you "it's your internet, there's nothing I can do" with complete confidence. :^)
You can use the Launch Option -ggposhowinfoto show onscreen GGPO debugging info during online play. If you see white text, it means "they haven't sent you the input you needed over 40 frames", which is now the most common problem. Blame the internet. :^)
The GGPOtest branch has been RETIRED. It ought to automatically set you back to the regular game.
This was gonna happen today anyway, it has nothing to do with Skullgirls' inclusion in Evo Online. Oh, right, Skullgirls is in Evo Online! Well I already wrote this whole dang thing so I'm not changing it now...
Title screen build ID 16606.
Sneakture 2.0...
The information overload is HERE in the GGPOtest branch!
In addition to the moderately useful wireless indication,
Skullgirls now displays the most important information about your connection:
The "jitter" (variance in ping time) between you and other players.
Usually more important than ping time, the jitter in packet transmission times is what causes large rollbacks and other undesirable effects.
This information is also displayed in Quick Match, and the game will color connections with bad jitter yellow or red the same way it colors connections with high ping.
The ping time and jitter info is updated at half-second intervals and is always displayed. The top line of lobby boxes now switches between location and lobby-relevant info like win count.
UPDATED 5/12, 1AM: - Fixed wrong display of 2000+ jitter after playing a lobby game. :^P - Fixed display of "<- VS ->" in lobbies when returning to the lobby after a game.
Uh, but...I had to rewrite a lot of things to get this to work, so if you notice anything weird like desyncs, please tell me. :^)