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Patch 0.6.0!!
Summary time:
New system called Sadness. You can’t run from your opponent anymore or you lose your burst bar. Sadge.
New hitstun decay system that prevents you from
Using the same move over and over again with the same hitstun.
Cowboy can now throw his gun!
3 combo got nerfed a bit, and a few of his other moves got a overall Net buff.(means overall he got buffed)
Wiz has 2 new moves, Conjure weapon, which just summons a big slow sword with armor, and orb tether, which pulls you toward the orb. And most of his moves got hitstun nerfed. Because of this, he gets a Net Nerf.
Ninja just got some qol changes. But an overall Net Buff.
Here’s the full notes:0.6.0
– New system: Sadness
– As you run away from your opponent, your fighter gets sad. They wish they could be in the heat of battle! If your sadness reaches a certain point, you’ll lose all your meter and be unable to gain meter for some time. Sadness also reduces your character’s meter gain. Reduce your sadness by landing melee attacks and playing aggressively!
– New system: Same-move hitstun decay
– Works differently than the previous version that never made it out of unstable. Decay is now tied only to repeated moves in a combo, meaning each time you use a melee attack in a combo, that move’s hitstun will decrease by 1 frame, with a minimum of 1/2 the original hitstun. This resets when the combo ends. This should encourage combo variety. Once I’m better at programming this could include projectiles as well.
– Some more prediction errors are fixed
– Throw tech now always moves the characters away from each other.
– Burst is no longer DI-able (burst cancel still is tho)
– Updated modloader
– Now you can connect to unmodded players if you are only using client-side mods (e.g. sprite swaps, other aesthetic or UI changes)
– reverted some collision detection problems causing players to phase through each other (still happens but under different circumstances usually involving flip)
– Temporary solution, will be looking into more robust collision resolution
## Cowboy
– Can now quick draw without any bullets as long as you have 1 bar.
– New move: Gun Throw
– Hits the opponent, then shoots if you have enough bullets. You’ll have to pick your gun back up.
– 3 Combo
– In light of new combo routes discovered into this move, I’m toning it down a bit (and trying to prevent more huge damage loops).
– 3rd hit hitstun reduced (40f -> 30f)
– 3rd hit damage reduced (180 -> 160)
– 3rd hit minimum damage reduced (90 -> 50)
– 3rd hit DI nudge modifier increased (1.0 -> 1.3)
– Shoot
– Fixed infinite ammo bug (lol)
– Does more damage if it’s at the beginning of a combo (90 -> 150)
– Lasso
– Ignores armor
– Impale
– Reduced first hit DI nudge modifier (1.0 -> 0.5)
– Izuna Drop
– Damage increased (165 -> 190)
– Vert. Slash (aerial)
– Reduced DI nudge modifier (1.2 -> 1.0)
– Increased damage (50 -> 70)
– Horiz. Slash (aerial)
– Reduced DI nudge modifier (1.2 -> 1.0)
– Increased damage (70 -> 90)
– Lightning Slice
– Damage increased (90 -> 100)
– Followup damage increased (40 -> 60)
– IASA reduced (38f -> 28f)
– Back Slash
– Sweetspot size increased
– Sweetspot knocks down
## Wizard
– Still working on orb prediction weirdness sorry
– Fixed not being able to hover/fast fall directly out of hitstun
– Fixed fast fall not falling fast
– New Move: Conjure Weapon
– Slow forward-moving attack with armor (maybe this is stupid)
– New Move: Orb Tether
– Moves you toward the orb
– Confusing Touch
– Removed far hitbox
– Mana Strike
– IASA increased (13f -> 15f)
– Magic Dart
– now free cancellable (this is basically just a flavor change)
– Sandstorm
– Free cancellable again
– Reduced hitbox range
– Kick
– IASA reduced (30f -> 24f)
– Icicle (aerial)
– Hitstun reduced (25f -> 23f)
– Combust
– Hitstun reduced (25f -> 23f)
– Icicle (ground)
– Hitstun reduced (25f -> 23f)
– Tome Slap
– Hitstun reduced (20f ->17f)
## Ninja
– is pretty much the model of balance i am aiming for with the other characters rn. i think he’s in a good place, but feel free to tell me i’m wrong
– Some quality-of-life changes.
– Caltrops
– Now immune to other projectiles
– Substitution
– Projectile direction is now updated to the direction you’re facing (allows flip)
– Release Momentum
– Momentum is now updated to the direction you’re facing (allows flip)
– Kick (grounded)
– Animation length reduced (21f -> 18f)
– Jump Kick
– No longer special cancellable
– This made sense when the move was much harder to hit – now, not so much
– Damage increased (100 -> 120)
Good for you
I always play defense and never play aggressively/use meele combos
This sadness system makes me sad