Version 0.9
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0.8.10p1
2018-11-05
0.9
2018-12-17
0.9p1
2018-12-19
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Slap City version 0.9 changelog. Released December 17th, 2018.
General
- Added Asha, the teleporting Komato assassin
- Added tumble tech input - while in tumble, hold shield and press jump to do a small uninterruptable and vulnerable jump (35 frames)
- SDI will now trigger on the first frame of hitlag if control stick is already held, secondary stick being held will override SDI direction
- Added 30fps to framelimit options
- Made the game slightly more lenient with frametime needed for a frame to be executed
- Activated results screen win quotes. Winning character says something quippy.
- Made CPUs check if a teammate is closer to an opponent and prioritize another opponent if they exist instead
- Made CPUs recovery logic prioritize safety zones better. Now they have significantly more success recovering on Mecha Santa's Fortress.
- Added Mecha Santa's Fortress to Arcade stages
- Added CPU DI and SDI options to training mode
- Replays can now be fast forwarded by holding the FFWD button (displayed in lower right corner during replay)
- Lives counter now uses an image of a heart instead of relying on text
- Rotated horizontal death blast by 90 degrees so that it is no longer viewed edge-on
- Fixed issue where rebounding animations had hitlag applied
- Fixed issue where attacks beating grabs would behave strangely. Now attacks properly beat grabs.
- Attack hit FX are now placed more accurately where attacks actually hit
- Fixed issue where stage collision would lag behind objects on moving platforms
- Fixed issue where pressing Start and retrieving the selection marker on the same frame on the Smack the Crystals character select, the game would load forever
- Fixed issue where Business Casual Man and Goddess of Explosions lost their animation at the end of their jump startup
- Fixed issue where characters would always face left after bouncing on the stage
- Fixed issue where countdown for timeouts would animate on pause screen
- Overhauled the clang values and hitbox interaction for all attacks. The minimum rebound time is now 25 frames. You can see a detailed explanation of the clang system and a list of all interacting hitboxes at the bottom of this changelog.
Online
- Added ranked mode. Now you can make a number go up by beating people!
- Added Mob Patrol to ranked minigames. Now you can lay waste to some animal friends while you wait for a match!
- Added The Jums & Bemp Show to ranked minigames. Now you can watch the lowest-budget talk show on Earth while you wait for a match!
Stages
- Added D.C.M.F.P.R. Facility. Lasers inbound. Seek shelter. The music is a placeholder and will be remixed later!
- Added Sector 3: Interior. The elevator may or may not be your friend. The music is a placeholder and will be remixed later!
- Added Sector 5: Tower. Time for a showdown.
- Added Warehouse to Slap Ball stage selection. Goals are stored on the top shelves.
- Added Fire Ball to Slap Ball stage selection. Goals are situated above lava.
- Lowered blastzone ceiling of Mecha Santa's Fortress by 1.25
- Raised blastzone ceiling of Space Planet Earth by 2.75
Characters
Ittle Dew
- Tweaked Ustrong first hit so it more reliably connects into the second hit (changed size from 1.5 to 1.3, y offset from 0.0 to -0.5, angle from 90 to 110, hitstop from 2.0 to 2.2)
- The second hit of Ustrong now always sends the opponent straight up (knockback angle stacking during hitstop is disabled)
- Changed Nair landing lag after the hitbox comes out from 5 to 8 frames
- Changed Uair landing lag after the hitbox comes out from 7 to 8 frames, to make it consistent with other aerials
- Changed Dthrow damage from 12 to 10
- Changed Dthrow knockback gain from 2.0 to 2.3 (to compensate for the damage change)
Masked Ruby
- Tweaked the animation of Dspecial
- Ruby's sword is now 10% longer except during Nspecial and Dspecial (which also makes it easier to sweetspot Fair, Bair and Uair)
- The last hit of Ustrong now always sends the opponent straight up (knockback angle stacking during hitstop is disabled)
- Nspecial now has an interacting hitbox with standard aerial priority that Rebounds on losing and tied priorities
- Changed Finisher DI from 1.0 to 0.5
Jenny Fox
- Jenny can now hold either the Attack or Clutch button to delay Fair
- Dtilt can now be jump cancelled from frame 17 instead of 19
- Changed Nspecial hitstun from 0.85 to 0.9
- Changed Fspecial horizontal speed from 35 to 45
- Changed Fspecial vertical distance from 3 to 4.1
- Changed Fspecial hitbox refresh time from 10 to 5 frames (hits twice as often)
- The Fspecial axes keep travelling horizontally after the arc has ended, as before patch 0.8.10
- Changed Finisher base knockback against aerial opponents from 150 to 100
- Changed Finisher knockback gain against aerial opponents from 1.5 to 2.6
- Changed Finisher hitstun against aerial opponents from 1.0 to 0.7
- Changed Finisher DI against aerial opponents from 1.0 to 0.3
Ultra Fishbunjin 3000
- Now has immunity against very slight knockback during the Jump and Fall states in addition to Idle, Crouch, and Walk/Run
- Fishbunjin's hands now catch fire when the grabbed opponent has 50 damage or more, signifying the point where Dthrow will travel forwards
- Edgeroll now travels faster near the start of the move, so Fishbunjin becomes vulnerable further onto the stage
- Can now clutch reverse aerial Dspecial
- Changed aerial Dspecial landing lag from 20 to 25
- Changed aerial Dspecial shieldstun from 1.0 to 0.5
- Changed Uthrow total length from 50 to 48 frames
Princess Remedy
- Changed Bair landing lag before the hitbox comes out from 5 to 3 frames, to make it consistent with other aerials
- Changed Fthrow hitstop and selfstop from 0.0 to 1.0
Business Casual Man
- Now loses money during Taunt when he's grabbed, and not just when he's hit
- Fixed Fstrong having infinite priority against other attacks on the hitbox at the center of his body
- Changed Utilt hitstun from 1.0 to 0.95
- Changed Utilt total length from 24 to 22 frames
- Changed Dspecial superarmor start frame from 6 to 4
Goddess of Explosions
- Changed Jab and Nair refresh time from 9 to 7 frames (they attack faster)
- Changed Jab and Nair selfstop and hitstop from 1.0 to 0.8
- Changed Ftilt damage from 10 to 9
- Changed Ftilt knockback gain from 2.0 to 2.15 (to compensate for the damage change)
- Changed Utilt hitstun from 1.0 to 0.9
- Changed Fair damage from 10 to 8
- Changed Fair knockback gain from 1.8 to 2.1 (to compensate for the damage change)
- Changed Fair DI from 0.8 to 1.0
- Fair no longer bounces away when hitting a shield or invincible opponent
- Dair no longer bounces away when hitting a shield or invincible opponent
- Changed Nspecial damage from 10 to 8
- Changed Nspecial knockback gain from 1.8 to 2.1 (to compensate for the damage change)
- Changed Finisher DI from 1.0 to 0.5
- Changed Fthrow DI from 0.4 to 0.3
Clang system
- See the attached image: