![]() ![]() Checkpoint data is now updated during KO resets or when selecting "Return to Checkpoint" from the pause menu.For Neera, this has a practical use since it allows her Ice Lasso to still freeze an enemy if she accidentally destroys it with the initial stabbing motion. Some types of enemies can now be juggled after being knocked away.Character sprites will no longer rotate when standing on slopes below 5 degrees. ![]() The final game's Dragon Valley will take better advantage of this feature, but for now, smoothing has been applied to the existing stage layout. This will allow the use of more organic and free-flowing slopes that are not restricted by tiles and also cuts down on the number of terrain colliders in the stage. The horizontal speed of the Ice Lasso is now influenced by Neera's horizontal speed.The extent to which Neera slows down during her ground neutral attack has been dampened.Neera's damage values for her Neutral, Forward and Down attacks have been bumped up from 3/5/8 to 4/6/10.Energy recovery rate is increased from 0.3 to 0.6.Neera's Ice Lasso does 8 damage against enemies it can't freeze instead of 10.Neera can now grab ladders while using her Forward attack.Neera's direction locks sooner during her Down attack.Increased Neera's hitboxes on her attacks to more accurately reflect the size of the ice particles.It should no longer be possible for tall cubes to exist outside of Milla's shield animations.Removed the speed cap on Milla's Super Shield Burst.Both regular and super shield bursts have had their damage increased by 50%.Milla can no longer stack infinite cubes by pressing Attack + Guard on the same frame in midair.Added a check for when Carol's hanging bar sprite is misaligned and repositions it accordingly.Dragon Boost flames should now disappear when forced into a ball state (i.e.(Should only be possible for air Cyclones.) Fixed being able to glide during a ground Cyclone while holding Up.Jumping from a ground Cyclone now allows a double jump.Horizontal dampening has been removed for when you press Jump while using a ground Cyclone.The Dragon Boost will now activate if the Special button is being held down instead of requiring a hard press.Lilac can now use a non-upward-traveling cyclone by holding Down while pressing Jump, just like in FP1.Anti-aliasing no longer occurs when selecting the Full screen size.Saved settings should now properly load on restart.Pressing the Start button while the game is paused will now resume gameplay no matter which option is selected.Pressing Esc to unpause would cause the music to go silent.Might give a performance boost on lower end computers. Shader materials are no longer reloaded every time an object flashes.While this makes their acceleration a couple frames slower, it is now possible to move exactly 1 pixel forward for the sake of alignment. Characters no longer instantly accelerate to a speed of 3.0 when tapping Left or Right from a standstill.Fixing this required removing a dirty fix to another glitch, but hopefully it should be fine as long as there aren't any weirdly-shaped terrain pieces in the stage. Ceiling-to-back zipping should no longer be possible.This fixes Lilac's high uppercut/cyclone bug, among others. The jump release flag is now explicitly disabled when performing a double jump move.Fixed one of the sound channels that wasn't being affected by the in-game Sound volume.When falling off the stage with a shield orb present, you'd respawn with permanent invincibility.To crouch down, you must now be only holding Down and not Left or Right at the same time.You can now hold Down to ignore hanging bars.It's now possible to buffer your jump if you press the Jump button up to two frames before you hit the ground.Increased the amount of momentum that's kept when falling onto a steep slope from 50% to 84%, the same as in FP1.Attempted a fix for the game running too fast on monitors with a refresh rate higher than 60hz. ![]()
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