Version 0.9.2

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0.9.1
2019-01-28
0.9.2
2019-02-25
0.9.3
2019-03-22

Slap City version 0.9.2 changelog. Released February 25th, 2019.

General

  • Upgraded Unity version from 5.6.3 to 2018.1.9
  • Official GameCube Adapter is now natively supported. If you don't depend on it for anything else, vJoy can now be uninstalled.
  • If you still want to use vJoy for some reason, the old behaviour can be forced with the "-disable-native-gc" launch option
  • Added Vulkan and OpenGL renderers
  • Unity has removed DirectX 9. If you were having problems with DirectX 11 previously and was forcing DirectX 9, it is now recommended to force OpenGL instead using the "-force-glcore" launch option
  • The default ordering of renderers is now DirectX 11, OpenGL, Vulkan. Depending on what your platform supports, the first available renderer will be used.
  • Updated Steamworks SDK to 1.42
  • When launched at high speeds (200+ knockback) characters now receive half that knockback in armor that falls off with a rate of 500 armor per second. Like a bullet. (For comparison, Ittle uncharged forward strong on Ittle at 100 damage does 380 knockback). This means that characters will no longer be stopped by the ministun from Ittle's bomb while flying away from an attack.
  • Fixed issue where clangs always had at least 15 frames of lag for normal interactions
  • Fixed issue where hitting a projectile did not always result in three frames of hitlag
  • Added option to Airdodge Thresholds, "Analog to Full" for those who just want it on fullpress
  • A bunch of projectile interactions have been changed to make them more reasonable, and some errors were ironed out. For example, Jenny's Ustrong fire axe is now significantly tougher versus other projectiles, Remedy's Nspecial pills will now lose to Jenny's Nspecial and Fspecial axes, Ittle's uncharged Nspecial fireball can no longer be destroyed by regular attacks, and Jenny's Fspecial axe colliding with Ittle's Fspecial bomb - as well as Remedy's Fspecial flask colliding with Asha's Dstrong mine - will no longer have seemingly random outcomes.
  • Changed minimum rebound time when losing a hitbox interaction from 25 to 30 frames
  • Fixed issue where doing a grab with shield+attack could cause an unwanted pummel if input assist was set too high
  • Reduced hitstop of non-projectile clangs to also be three frames long
  • Halved rebound time when two characters rebound off of each others' attacks
  • Analog lightshields can now only go as light as clutched lightshields
  • GameCube controllers no longer give trigger fullpress input without also pressing the digital trigger button

Stages

  • Updated the graphics of Temple of Null
  • Added a third random visual style to Temple of Null

Characters

Ittle Dew

  • Changed first and second Jab hitstun from 15 to 16 frames
  • Changed Ustrong hitstun from 1.0 to 0.95
  • Uspecial no longer stretches Ittle vertically during the animation, meaning her hurtbox no longer becomes huge during certain frames
  • Dspecial now only gives Ittle the small in-built jump once, until the next time she lands on the ground or grabs a ledge

Masked Ruby

  • Canceling an aerial move on hit into a special move now produces a special effect
  • Increased Jab startup by 2 frames
  • Slightly decreased range of Jab
  • Increased Dair startup by 2 frames
  • Changed Dair landing lag from 4 to 6 frames
  • Changed Dair shieldstun from 1.0 to 0.4
  • Changed Finisher SDI from 1.0 to 0.5
  • Changed Finisher knockback gain from 2.5 to 2.0
  • Changed the positioning of the Finisher special effects (cosmetic only)

Jenny Fox

  • Added screenshake on hit to Ustrong (cosmetic only)
  • While charging an Ustrong, you can now cancel it by pressing Block after the axe catches fire, which will store the fire property of the axe for the next Ustrong
  • The Ustrong fire axe is now significantly tougher against other projectiles than a regular Ustrong axe, and as usual cannot be destroyed by regular attacks
  • Changed Ustrong fire axe hitstun from 1.0 to 1.1
  • Changed Dstrong DI from 1.0 to 0.3
  • Changed Dstrong base knockback from 200 to 170
  • Changed Fair DI from 0.8 to 0.5
  • Changed Nspecial hitstun from 0.9 to 0.95
  • Changed Nspecial hitstun deterioration per frame from 0.03 to 0.025
  • Finisher now correctly activates its hitbox even when the move is used near the ground

Ultra Fishbunjin 3000

  • Changed Jab minimum stun frames to 30
  • Changed grounded Dspecial shield damage from 1.0 to 1.2
  • Changed aerial Dspecial knockback gain from 2.4 to 2.1
  • Changed aerial Dspecial hitstun from 0.8 to 0.75
  • Increased aerial Dspecial endlag by 6 frames
  • The Finisher dumbbell once again spawns on Fishbunjin's hand without being able to throw it through solid geometry

Princess Remedy

-Changed walk speed from 9 to 10 -Changed run speed from 12 to 13

Business Casual Man

  • Changed Nair first three hits hitstun from 0.6 to 1.0
  • Changed Dair first four hits hitstun from 0.4 to 1.0
  • Changed Dair fifth hit hitstun from 0.6 to 0.8
  • Dair fifth hit no longer has knockback angle stacking
  • Changed Dair knockback angle from 0 to 330
  • Fixed an issue where using the secret clutch taunt made BCMan lose money the next time he was hit

Goddess of Explosions

  • Reduced Utilt startup by 2 frames and reduced endlag by 2 frames
  • Changed Ustrong first hit damage from 13 to 15
  • Changed Ustrong first hit base knockback from 140 to 120 (to compensate for the higher damage; the total knockback is still higher than before)
  • Changed the successful Dstrong counter hitbox size from 2.8 to 3.4 and altered the visual effect to compensate
  • A successful Dstrong counter now makes Goddess invulnerable for 10 frames instead of 1
  • Fixed an issue where the Dstrong counter did not properly activate when hit by certain multi-hit moves with high hitstop
  • Changed Fair hitstun from 0.8 to 0.85

Asha

  • Changed Finisher shield damage from 0.1 to 1.0 (Was a mistake)

External links