Skullgirls 2nd Encore - Mike Z
That last one didn't work. :^(
  • Hopefully fixed one MORE mac-vs-other-OSes desync, by guaranteeing the update order of sprites. YAY!
  • Took another shot at fixing the Quick Match post-fight menu crash. Maybe this one works! :^P
  • Re-enabled the -log Launch Option, which writes lots of output to [the save data folder]/skullgirls.log and usually slows the game down a lot, so unless you're trying to find bugs make sure you DON'T have it on! :^)
  • Fixed a bug in Tournament Mode where if Player 1 made a choice before people unplugged their controllers, the game would follow P1's choice instead of going back to the controller select screen. This bothered me for YEARS.

Title screen build ID 17149.
Skullgirls 2nd Encore - Mike Z
This was the last big thing we were scouting!
  • Hopefully FIXED the random crash on the post-match menu in Quick Match!
  • Fixed a localization error in French.
  • Fixed a visual bug displaying palette effects in Windows.

If you get a crash on the "Play Again" menu in Quick Match on this build, please tell me!
...and I will be appropriately sad :^P but I'd like to know that what I did didn't work.

Title screen build ID 17125.
Skullgirls 2nd Encore - Mike Z
Compatibility
  • Fixed a bug that occasionally led to different hit-check order between sprites on Mac and Windows/Linux, causing extremely rare desyncs between them. The order is now guaranteed to be the same on all platforms. Thanks, and sorry, both to Lawnba!
  • Hopefully fixed a code-signing issue affecting Skullgirls on macOS Yosemite.
Bugs
  • Fixed a bug that prevented Beowulf and Fukua from doing air specials using assist inputs right after jumping. (Note that Squigly has a height limit on Fallen Woman, which is why this doesn't work with her. She was not affected by this bug.)
  • Fixed a bug that would cause Big Band's Cymbal Clash to hit overhead instead of mid if done as a frame-perfect reset after Sound Stun was already used.
  • Reordered which Robo-Fortune intro is chosen by which behind-the-scenes random number to match other characters' script order. Nobody will notice, but I did. :^P
  • Fixed a localization error in the Art Gallery in French.
Graphics
  • Fixed one more shader interpolation bug that made teeny holes in sprites at resolutions higher than 720p.
  • Fixed an old shader bug that made occasional incorrect horizontal lines in shadows at resolutions higher than 720p.
  • Fixed VERY minor cleanup errors in Eliza's standing idle and walk back, and Cerebella's tag out.
  • Fixed shadows on macOS that we broke with this shadow fix. Sorry! :^)
Note: The shader bugfixes were NOT applied to the -disablelighting version of the shaders on Windows, in the interests of keeping the game as fast as possible for the people who use that option out of necessity. Though if you're running that option at high resolution it sort of defeats the purpose of making the game render more quickly. :^)

Title screen build ID 17098.
Jun 15, 2020
Skullgirls 2nd Encore - Mike Z
  • Second (probably final) pass on death VO! Big Band's now properly plays, Valleywheel has her own, removed the 'regular' get-hit versions of sounds that became death VO, and redid the effect on all of them. Thanks, mix master Vince!
  • Fixed Fukua's pupil color in her HUD portrait.
  • Updated Fukua's character select VO with a line that suits her better.

*picks lint off suit jacket*
*sniffs exactly once*

Title screen build ID 17021.


Also, the PS4 patch is in progress!
And there are absolutely no problems whatsoever...
Jun 9, 2020
Skullgirls 2nd Encore - Mike Z
  • Added new intros for Fukua, Ms. Fortune, and Robo-Fortune!
    They were feeling left out, so now everyone has at least three!
  • Updated lobby matching code again, to match you with the person you've played least recently, instead of fewest-total-times. This should fix cases where someone new joins a lobby and is repeatedly matched with the same person. We hope it works!
  • Copying lobby URLs should now work on Mac and Linux with Command-C / Ctrl-C!
  • Fixed the small visual bugs in the Undizzy bar and the edge of the healthbar in 1v1 at higher screen resolutions, we hope.

Title screen build ID 16963.
Skullgirls 2nd Encore - Mike Z
Throw your hands in the air!

  • I had a goal, but not that many... And I reached one!
    FIXED the throw-vs-hits P1/P2 difference! P1 Death Crawl and SSJ no longer lose to a P2 meaty throw. Yay? Yay! (This involved a substantial reorganization of the code for handling hits, so please report any NEW weirdness that doesn't work like OLD weirdness. :^)
    (FIXED a bunch of new weirdness that didn't work like old weirdness, from 16906. Heh.)
  • Pressing Ctrl-C in a Windows PC lobby will now copy the "join this lobby" URL to the clipboard! Thanks Mr. Peck!
  • Added fast-forward and rewind to Replays! Press HP to rewind by 1 Skullsecond, or Left+HP to rewind 5 Skullseconds. Hold HK to fast-forward, and additionally hold left or right to go slower or faster. Thanks again Mr. Peck!
  • Hopefully FIXED the crash going from Quick Match to Lobbies, and also quite possibly the crash at the end of a Quick Match game if your opponent quits, (nope, aww) and also maybe the weirdness going from lobbies to Quick Match, all of which were likely the same thing. If any of these still happen to you on this build, please report it!
  • Reassigned the button shortcut for Class Notes to be what it used to be (i.e. swapped the shortcuts for No Man's Land and Class Notes).
  • Fixed the lobby All-Play matching code EVEN MORE, to further ensure players don't repeat matchups until they have exhausted all other options. Thanks again-again, Mr. Peck!
  • Fixed death VO not playing if you got chipped out while pushblocking. Oops.
  • Fixed a bug where trading with Cerebella's s.MP would cause a stagger as P2 but not as P1. This was unrelated to the other P1/P2 difference.
  • Improved the framerate of the lobby search and in-lobby screens a bit. There's more to go.
  • Hopefully fixed avatars not showing up in lobbies sometimes.
  • Fixed stray middle-of-nowhere pixels nobody will EVER notice in Valentine's standing idle pose. Thanks Gelato, who apparently noticed them.

Launch party, celebrate every day!


Title screen build ID 16912.
Skullgirls 2nd Encore - Mike Z
  • Fixed the color of the first lifebar in 1v1.
  • Squigly #29 flame color edited slightly because the flame flickering was causing problems for some players.
  • Added Launch Option
    -socdlikehitbox
    which will handle Up+Down as Up, for people who play on keyboard but prefer that behavior.
  • Added missing 20-30% range for Health in Training Mode. :^P

Title screen build ID 16882.
Skullgirls 2nd Encore - Mike Z
  • Choosing "Play Again" now updates which variation of the stage you're on, if it has any. (!)
  • Attempted to fix the random crash after playing in Quick Match and returning to the main menu or proceeding to lobbies. Don't know if it worked.
  • Changed "Pushblock" to "Reaction Shot" in the Training Mode menu.
  • Fukua (in full Filia costume) is now the one on the train in the background of Meridian Area Rapid Transit. Previously it was Double. Thanks, comment section yesterday!

Title screen build ID 16872.
Skullgirls 2nd Encore - Mike Z
We've finally finished a project that our UI guru Ashuraou began a long loooooooong time ago:
Skullgirls' UI, HUD, character select screen, and menus have all been remastered in full HD using 1080p art and fonts!
Here's a comparison image: (obviously the thumbnail is not in HD :^)

Please enjoy this free, super-crisp graphical update - it was definitely a labor of love!
We hope it fits in your GPU memory. :^)

And more fixes!
  • The Windows version correctly switches audio output devices - and doesn't outright crash - if your sound output device changes! HECK yeah!! Thanks Mr. PECK yeah!!
  • Fixed Double's Lv5 having the highest input priority during special->super cancels ONLY, where it should have been the lowest. Thanks Mao!
  • In Training Mode settings, added all the health values 1%-100%, moved "Normal" from before "1 pixel" to after "100%", and changed the Drama setting from 10%-100% to an actual value (0-240) by 5s.
  • Autoscrolling on all options speeds up if you keep holding the direction for a while. All those new numbers made this a real thing that needed adjusting. :^P
  • Fixed the position of Robo's small character select sprite, thanks SkullgirlsRussia!
  • Fixed a very minor old bug where characters went into post-block animation after recovering from blockstun, instead of the block-idle loop. It looked a bit worse, now it looks a bit better. :^P
  • And, for everyone who expressed opinions about the SonicFox NPC, good news! We fixed his* feet, the shadow is correct now. :^)

Title screen build ID 16849.

* The NPC is a "he", I asked.
Skullgirls 2nd Encore - Mike Z
This has gone up by ~200 in the past few days. I don't even know how to check whatever it is. :^P


Anyway:
  • Fixed a bug where in certain circumstances Lenny explodes earlier than it should(!) ever since the bugfix where it doesn't get lifted into the air. :^P Thanks Mr. Peck!
  • Fixed missing character shadows on random types of graphics cards since the last update.
  • Fixed missing palette effects and lighting on Ms. Fortune. Get back here!
  • Fixed graphical lines in front of Fukua's drill and Painwheel's taunt. (They had always been in the source art, but only the graphical update made them show up, hahaha.)
  • Attempted to fix..."huggies"? Ending Double's Hornet Bomber motion with any of B/DB/D+K (4/1/2+K) will now always give the normal attack instead of a Hornet Bomber, similar to (but different from!) the protection provided to Fortune and everyone else with a DP, which Hornet Bomber didn't have. Dash crouch Light Kickers rejoice!
  • Fixed some more bugs in Double's VO set.

Title screen build ID 16816. What a nice number.
...

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