Version 0.9.5
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0.9.4p1
2019-05-24
0.9.5
2019-10-10
0.9.5p1
2019-10-15
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Slap City version 0.9.5 changelog. Released October 10th, 2019.
General
- Story mode is now available on the single player menu
- Ittle Dew's timeline is now available in story mode
- Added save icon when saving
- Added page with various links to social media
- Player and CPU buttons on the character select screen now toggle each other
- Added music selection style toggler button on stage select screen
- You can now toggle which music tracks get selected from for random music on the music select when selecting stage
- Fixed issue where player slot set to OFF could still block character color selection
- Fixed issue where collision checks going exactly parallel from within a collision line to outside of it, would hit the end of the collision line instead of ignoring it
Online
- Updated Steamworks to version 1.46 (from version 1.42)
- Fixed issue where match data download was not properly null-checked on parse
- Fixed online "fighting" glitch
Characters
- Hurtboxes set to zero on Z-axis
- Shoulder hitboxes removed
- If current speed is below half of dashspeed, dash startup now consistently sets speed to half of dashspeed for all characters
- Upwards attacks out of jump with tap jump on now trigger consistently across all characters
- Fixed issue where not all shield hurtboxes were assigned shield pushback
- Shield positions tweaked to more evenly cover characters
- Strong attacks that had priority 5, has had that increased to 10
- Tapping up on ledge with tapjump set to “off” now results in a standard getup
- Falling backwards off a ledge while in shield no longer grants ledge intangibility
- If ledge intangibility runs out, getup attack will no longer have intangible properties
- Ledge intangibility effects now start a frame after ledge is grabbed for visual clarity
- Ledge intangibility duration decreased (75 -> 60)
- Ledge options once again bufferable
- Pressing down or jump while in a downed state will now result in a normal getup
- All getup options are now bufferable
- Grabs now affect characters from anywhere, not just in front of the grabber
- Grab escape X-Velocity increased (10 -> 12)
- Grab escape now has movement locked for 20 frames
- Can now use up tilt, up strong & up special out of shield
- Silver shield removed, in its place parry now has shield regen properties
- Shield health set to 5 after a shield break instead of 25, and regenerates normally during stun period
- Successfully parrying now sets remaining parry frames to 7, instead of adding 4, preventing large buildups of parry
- Time to exit parry once parry window ends adjusted (11->9 frames, unchanged in practice due to above change)
- Can no longer turn around and grab out of shield state
- A grab input no longer buffers an attack on shield
- Fixed typo in rolls that caused them to end a frame early
- Airdodging no longer gives ledge intangibility under any circumstance
- Airdodging can now grab ledge on frame 3 instead of frame 0
- Fixed issue where airdodges out of a jump out of shield would trigger too easily
- Finishers no longer regain stall upon grabbing ledge
- Walljump now maneuverable earlier (40 > 20)
- Walljump now preserves most stored horizontal momentum
- Walljump now possible by pressing clutch
- Walljump from ledge is now unaffected by walljump decay (does not reset walljump decay)
- Can now taunt out of walking and running states
- The turn state no longer instantly stops all momentum
- Attacks that stop momentum when turning around against momentum no longer do so out of moonwalks or within 25 frames of an airdodge landing
- Sword trails are now a bit smoother
- Getting damaged and flinching in the air now always gives ledge intangibility
- Fixed issue where walltechs would sometimes become ceilingtechs
- Walljumps from walltechs are now easier to perform
- Global shieldstun multiplier reduced (0.85 -> 0.75)
Ittle Dew
- Ittle now has a mouth
- Shield health increased (50 -> 60)
- Jab third hit knockback gain reverted (3.6 -> 3.4)
- Jab third hit animation tweaked to no longer hit behind
- Aerial empty lag standardized (3 -> 4)
- Neutral air stale hit 2 removed
- Neutral air stale hit damage reduced (6 -> 5)
- Neutral air stale hit base knockback increased (80 -> 120)
- Neutral air stale hit knockback growth reduced (2.5 -> 1.7)
- Neutral air stale hit priority reduced (0 -> -10)
- Forward air final hit knockback increased (120 -> 135)
- Back air knockback gain increased (2.5 -> 2.6)
- Up air initial hit given set knockback
- Up air final hit base knockback reduced (120 -> 100)
- Down air mid hit shield damage reduced (1 -> 0.8)
- Down air mid hit damage reduced (8 -> 6)
- Down air weak hit shield damage reduced (1 -> 0.65)
- Down air weak hit damage reduced (8 -> 5)
- Down air weak hit base knockback increased (40 -> 80)
- Down air weak hit hitstun increased (0.7 -> 0.9)
- Fixed a bug where the "full charge" variable of finisher was not reset when the move begins
- Forward Strong no longer activates a frame early when canceled into from finisher
- Up Strong initial hit removed
- Up Strong strong hit retooled to a rising hitbox
- Up Strong strong hit active frames increased (1 -> 3)
- Down Strong startup increased by 8 frames
- Down Strong selflag increased to match hitlag (0.5 -> 2)
- Forward throw base knockback increased (150 -> 160)
- Forward throw knockback gain decreased (2.2 -> 2.1)
- Forward throw hitstun reduced (1 -> 0.95)
- Down throw initial base knockback decreased (200 -> 160)
- Neutral special uncharged projectile size reverted (0.5 -> 0.1)
- Neutral special turnaround window reacts instantly instead of waiting for the final frame
- Bomb no longer changes trajectory on initial contact
- Bomb now does damage on initial contact (0 -> 3)
- Down special no longer regains its hop on ledgegrab
- Down special land attack frames reduced 3->1
Masked Ruby
- Shield health increased (50 -> 60)
- Friction while crouching now consistent with other standing states
- Floorbrake in crouching states reduced 80->25 to compensate for friction change
- Third jump can now be done from 15 frames into jump 2, down from 35
- All tipper hitboxes increased (0.2 -> 0.3)
- Jab animation tweaked to no longer hit behind
- Jab starts trail on frame 3 instead of frame 4 to remove trail wobble
- Forward tilt knockback gain reverted (2.4 -> 2.3)
- Up tilt animation tweaked so the sword more effectively scoops the opponent
- Up tilt hitbox slightly extended downwards
- Down tilt hitbox slightly extended to cover whole sword
- Aerial empty lag standardized (3 -> 4)
- Up air weakhit VXDI removed
- Up air weakhit DI reimplemented (0 -> 1.5)
- Up air base knockback reverted (100 -> 80)
- Up air now lasts one extra active frame
- If last hit of finisher hits, Ruby does not become helpless whle falling
- First 5 frames of finisher landing lag activate forward strong
- Forward strong angle reverted (45 -> 40)
- Forward strong knockback growth reduced (2.7 -> 2.6)
- Up strong initial hits priority increased (0 -> 5)
- Up strong hitboxes extended to cover more of rubys body
- Forward, back and down throws now have hitboxes
- Forward throw base knockback increased (150 -> 160)
- Forward throw knockback gain reduced (2.2 -> 2.1)
- Forward throw langth increased (21 -> 25 frames)
- Down throw VXDI removed
- Down throw DI reimplemented (0 -> 2)
- Movement out of down throw analog instead of digital
- Up special sweetspot window delayed (33 -> 35)
- Up special hitbox shifted to be slightly above Ruby’s head
Jenny Fox
- Shield health increased (50 -> 60)
- Weight decreased (115 -> 110)
- Floorbreak decreased (50 -> 40)
- Jab animation tweaked to no longer hit behind
- Jab hitbox activates one frame later (3 -> 4)
- Jab shield damage reduced (1 -> 0.6)
- Down tilt now has proper amount of endlag (33 -> 39)
- Down tilt has rr clank properties in the air
- Down tilt can now cancel into up tilt & up strong
- Down tilt when hitting an invincible or shielded opponent will no longer go off ledges
- Ollie can now immediately cancel into turnaround, kickflip or itself
- Aerial empty lag standardized (3 -> 4)
- Neutral air now a single hitbox
- Forward air angle reverted (30 -> 35)
- Forward air base knockback reverted (110 -> 100)
- Forward air landing lag increased when the move is held but not released (3 -> 8)
- Forward air holdtime no longer indefinite (inf -> 30)
- Forward air fully charged variant now classified as a different move
- Forward air uncharged variant shield damage reduced (1.15 -> 1)
- Forward air charged variant damage increased (12 -> 15)
- Forward air charged variant hitstun increased (0.8 -> 1)
- Forward air charged variant shield damage increased (1.15 -> 1.4)
- Forward air charged variant hitlag and selflag increased (1 -> 1.5)
- Forward air charged variant base knockback increased (100 -> 120)
- Forward strong base knockback reverted (110 -> 100)
- Down strong angle reverted (40 -> 45)
- Down strong knockback growth increased (2 -> 2.1)
- Finisher grounded variant now DIable
- Finisher axe hitboxes size changed 1->0.85 during the first two frames of the attack
- Forward throw now has a hitbox
- Forward throw angle reverted (30 -> 35)
- Forward throw base knockback reverted (110 -> 100)
- Back throw changed to have two twirls if clutch is held.
- Back throw 0 twirls: the move works like it used to (8 dmg, 150 angle, 150 bkb, 2.1 kbg, 1.0 hitstun)
- Back throw 1 twirl: the angle changes to 135 and hitstun to 0.85
- Back throw 2 twirls: the angle changes to 120 and hitstun to 0.85
- Back throw length increased (24 -> 30 frames)
- Down throw damage decreased (11 -> 10)
- Down throw hitstop/selfstop for the first five hits reduced (1 -> 0.5)
- Down throw sixth hit damage reduced (1 -> 0)
- Down throw sixth hit base knockback decreased (180 -> 160)
- Down throw sixth hit knockback gain increased (2.6 -> 3.8)
- Down throw knockback unchanged in practice
- Neutral special turnaround window no longer indefinite
- Neutral special no longer regains its hop on ledgegrab
- Down special can now cancel into up tilt & up strong
- Down special can now cancel into up special if grounded or (at the cost of a jump) in the air
Ultra Fishbunjin 3000
- Fixed issue where hitbox on down throw could refresh infinitely
- Fixed issue where Fishbunjin would never receive edgeclimb attack intangibility
- Shield health increased (50 -> 60)
- Forward tilt priority reinstated (0 -> 5)
- Aerial empty lag standardized (5 -> 4)
- Neutral air animation tweaked to no longer hit behind
- Forward air angle reverted (35 -> 40)
- Forward air knockback growth reduced (2.3 -> 2.2)
- Dumbbell during finisher stall no longer land cancels before the dumbbell is thrown
- Dumbbell landing lag fixed, before it ended too early by mistake (15 -> 25)
- Forward strong angle reverted (40 -> 45)
- Down strong now takes a jump if canceled via up special
- First 5 frames of finisher landing lag activate forward strong
- Finisher base knockback reduced (100 -> 80)
- Finisher hitstun reduced (1 -> 0.8)
- Pummel now hits other opponents
- All throws now have a hitbox
- Forward throw less DIable (1.2 -> 1)
- Up throw more DIable (1.4 -> 1.5)
- Down throw knockback growth increased (1.5 -> 1.6)
- Flex can now cancel into up tilt & up strong
- Flex can now cancel into up special if grounded or (at the cost of a jump) in the air
- Flex can cancel into flex by pressing special after a 5 frame window of tapping up
- Forward special priority reinstated (0 -> 5)
- Forward special can now cancel into up tilt and up strong
- Forward special can now cancel into up special if grounded or (at the cost of a jump) in the air
- Forward special can cancel into flex by pressing special after a 5 frame window of tapping up
- Up special now has a large body hitbox that acts as a sourspot (weak up air properties)
- Up special super armor now focused entirely on ascending dumbbell
- Aerial down special animation tweaked to no longer hit behind
Princess Remedy
- Shield health increased (50 -> 60)
- Airspeed increased (8 -> 9)
- Jab base knockback reverted (80 -> 60)
- Forward tilt now only clanks on arm
- Up tilt now only clanks on leg
- Up tilt reverted to old rr priority
- Down tilt knockback gain reverted (2 -> 1.8)
- Down tilt reverted to old rr priority
- Aerial empty lag standardized (3 -> 4)
- Back air shield damage decreased (1 -> 0.3)
- Back air angle raised (162 -> 145)
- Back air startup increased (5 -> 13)
- Back air tipper hitbox added
- Back air tipper DI modifier decreased (1 -> 0.6)
- Back air sourspot damage decreased (12 -> 10)
- Back air tipper damage increased (12 -> 13)
- Back air tipper hitlag and selflag increased (1 -> 1.5)
- Back air sourspot hitstun decreased (1 -> 0.7)
- Back air tipper knockback growth increased (1.8 -> 2)
- Back air sourspot base knockback decreased (120 -> 110)
- Forward Strong no longer activates a frame early when canceled into from finisher
- Up strong scooping hitbox removed
- Up strong now one consistent size (1.35)
- Up strong active frames reduced (14 -> 8)
- Down strong now travels through platforms
- Fixed down strong sending Remedy too low (was never compensated for gravity)
- Pummel now hits other opponents
- Up throw VXDI removed
- Up throw DI reimplemented (0 -> 1.5)
- Down throw now has a hitbox
- Neutral special can now be land canceled
- Forward special no longer dash cancelable (bugfix)
- Forward special no longer stores charges
- Forward special fully charges in half the time (120 -> 60), but full charge variant is now weaker
- Forward special can be canceled up until the point the flask actually leaves Remedy’s hands
- Forward special cancel can now be buffered
- Forward special landcancel can now be prevented by holding special button
- Mine now disappears upon death
Business Casual Man
- Shield health increased (50 -> 60)
- Friction standardized (0.8 -> 1), Floorbrake decreased to compensate (40 -> 30)
- Forward tilt angle reverted (42 -> 45)
- Down tilt first hit removed entirely
- Down tilt damage increased (3 -> 6), compensates for first hit removal
- Down tilt base knockback increased (140 -> 155)
- Down tilt knockback gain decreased (2.2 -> 1.25)
- Down tilt selflag reduced (1 -> 0.65)
- Aerial empty lag standardized (3 -> 4)
- Neutral air final hit knockback gain reverted (2.6 -> 2.5)
- Forward air angle reverted (40 -> 45)
- Forward air knockback gain reverted (2.6 -> 2.5)
- Back air no longer immediately snaps to the ground after leaving an edge
- Down air hitboxes tweaked for consistency
- Forward strong angle reverted (42 -> 45)
- Forward strong sourspot removed
- First 5 frames of finisher landing lag activate forward strong
- Finisher sell variant cards no longer SDIable
- Forward throw non-sell variant knockback gain reverted (2.2 -> 2)
- Up throw now has a hitbox
- Down throw knockback gain reverted (2 -> 1.8)
- Neutral special (base version) shield damage reduced (1.2 -> 0.5)
- Neutral special shieldstun increased (1.7 -> 1.9, compensates for general shieldstun nerf)
- Forward special no longer gains super armor upon getting a grab
- Up special tie hitbox reduced slightly
Goddess of Explosions
- Shield health increased (50 -> 60)
- Forward tilt hitboxes now accurate to the animation
- Down tilt now clanks on leg
- Down tilt knockback gain reverted (2.1 -> 2)
- Down tilt initial hitboxes now align with slopes
- Aerial empty lag standardized (3 -> 4)
- Down air hitboxes reduced, now more focused on leg
- Down air clutch overhauled, now acts like other clutchable moves during recoil
- Down air now rapidly decelerates instead of stopping immediately
- Forward strong angle reverted (40 -> 45)
- Forward strong knockback growth decreased (1.8 -> 1.7)
- Forward strong weak hit given clank properties
- Forward strong weak hit base knockback decreased (170 -> 140)
- Forward strong weak hit knockback growth decreased (1.7 -> 1.2)
- Forward strong no longer cancelable into utilt
- First 5 frames of finisher landing lag activate forward strong
- Forward throw strong hit angle reverted (40 -> 45)
- Forward throw initial throw knockback set
- Forward throw initial throw angle tweaked (45 -> 20)
- Back throw angle reverted (145 -> 140)
- Fireball rebound cap increased (10 -> 999)
Asha
- Shield health increased (50 -> 60)
- Arm hitboxes readded to relevant attacks (excluding elbow hitboxes for utilt)
- Aerial empty lag standardized (3 -> 4)
- Forward air horizontal angle reverted (43 -> 45)
- Forward air sourspot damage increased (6 -> 9)
- Back air now lasts an extra active frame (1 -> 2)
- Back air endlag increased (35 -> 45)
- Up air waist hitbox removed
- Down air VXDI removed
- Down air angle lowered (60 -> 50)
- Down air DI increased (1 -> 1.5)
- Down air SDI increased (1.5 -> 2)
- Down air hitlag increased (1 -> 1.5)
- Forward Strong no longer activates a frame early when canceled into from finisher
- Forward strong now lasts an extra active frame (1 -> 2)
- Forward strong angle reverted (42 -> 45)
- Forward strong knockback gain reverted (2.2 -> 2.1)
- Forward strong endlag increased (28 -> 36)
- Forward strong hitlag & selflag increased (1 -> 1.5)
- Up strong shell is no longer parriable
- Down strong hitbox activation delayed (30 -> 45)
- Finisher has an extra hitbox by Asha’s head
- Forward throw angle reverted (48 -> 50)
- Back throw angle reverted (143 -> 140)
- Down throw now has a hitbox
- No longer gain teleport recharge while in hitstun
- Teleport recovery rate lowered (0.25 -> 0.2)