Skullgirls 2nd Encore - mikez
Hey, how 'bout a brief news recap to go with your mid-evening breakfast?
(If you're me, anyway.)

Skullgirls is now out for Mac and Linux!
If you own it on Steam, those versions should automatically be available to you. If you don't own it....then:

Skullgirls is part of the current Humble Bundle!
If you pledge above the minimum to get Skullgirls, you get a Skullgirls Steam key as well as a DRM-free version of the game with all DLC! The DRM-free version DOES NOT currently support online multiplayer, for various reasons, but like I said, you get a Steam key for that!
https://www.humblebundle.com/

AND LASTLY BUT NOT LEASTLY...

The Indivisible prototype is now available for all Skullgirls IGG backers!
If you backed the Skullgirls campaign on Indiegogo (over 2.5 years ago! My, that's a long time) then you can login to the Humble site and go to your Humble Bundle downloads page to get the prototype right now!

This text is not important. Meow!
Skullgirls 2nd Encore - Mike Z
Hey, how 'bout a brief news recap to go with your mid-evening breakfast?
(If you're me, anyway.)

Skullgirls is now out for Mac and Linux!
If you own it on Steam, those versions should automatically be available to you. If you don't own it....then:

Skullgirls is part of the current Humble Bundle!
If you pledge above the minimum to get Skullgirls, you get a Skullgirls Steam key as well as a DRM-free version of the game with all DLC! The DRM-free version DOES NOT currently support online multiplayer, for various reasons, but like I said, you get a Steam key for that!
https://www.humblebundle.com/

AND LASTLY BUT NOT LEASTLY...

The Indivisible prototype is now available for all Skullgirls IGG backers!
If you backed the Skullgirls campaign on Indiegogo (over 2.5 years ago! My, that's a long time) then you can login to the Humble site and go to your Humble Bundle downloads page to get the prototype right now!

This text is not important. Meow!
Skullgirls 2nd Encore - mikez
Didja miss me?

Here's a full list of the current updates, for all platforms!
(Note: The X360 art gallery crash bug has been identified! There is not yet a patch for it, though.)

PC:
- Added the "-extrasupershadows" launch option to enable PS4 super shadows on PC. Give it a try, IF your rig can handle it...
- Modified the white flash when finding an online match, to hopefully not trigger epilepsy. >.<
- Fixed some rendering issues for certain backgrounds...and...yeah. Did that. :^)

All Platforms:
- Bugfix: Any time the point character resets their combo, it also now grants you another assist use, even on zero-frame resets. FINALLY fixed!
- Fixed Double being able to cancel Hornet Bomber to ground supers before the grounded hit became active, and thereby accidentally uncombo the ground super.
- Adjusted Robo-Fortune's in-fight voice volume.
- Corrected the VO for Robo-Fortune's L and M Danger.
- Bugfix: Robo-Fortune can now jump-cancel when j.HP hits another projectile. Also improved the responsiveness of jump cancelling from j.HP after it hits something.
- Bugfix: Beowulf's Canis Major Press now has a maximum backward movement speed that it cannot exceed.
- Bugfix: Beowulf's Referee Pin now correctly pins the opponent with their back to the "mat". VERY IMPORTANT!
- Bugfix: Valentine's poisons no longer count down time on assists while they are locked out and offscreen, only while they are onscreen.
- Fixed a bug with Cerebella's taunt input wrongly allowing you to hold Back throughout the entire thing instead of having to tap it in the middle.
- Tweaked the input checking on Parasoul's taunt to attempt to get it to happen less often accidentally.
- Lengthened hitstun from Robo c.HK by 5f because light characters recovered while rising, allowing a 1-frame-perfect unblockable reset with Airwulf off Robo's assist.
- Updated the air-unblockable-attack-plus-ground-throw situation protection by fixing a bug with the trigger conditions, as well as lengthening the protection given by command throws/super throws ONLY, to other cover some edge cases. Normal throw air protection works the same way it did before, because normal throws are techable.
- Fixed a bug where Entourages would fail to save if the second or third character was using a color that the player hadn't unlocked for the first character.
- Fixed various bugs in Valentine's tutorial.

PS3:
- Fixed several images crashing the Art Gallery.

PS4:
- Hopefully fixed extremely rare random severe graphical corruption bug.
- The game now pays attention to the Display Area Settings from the system. The screen size is adjustable accordingly.
- Fixed music volume setting not applying properly during cutscenes and when the music loops.
- Legacy controllers can now dismiss all system messages that do not require more than an "OK" input.
- Legacy controllers can no longer control the game while an OS message is displaying over the game screen.
- Two Weeks trophy now is properly awarded when fulfilling the conditions.
- Surviving Challenge 7 now properly counts as clearing it.
- Fixed lots of bugs and strange behavior in various Challenges.
- Improved responsiveness of the Challenges menu and added sounds to it.
- Corrected a line in Valentine's story mode.
- Systems set to the Spanish (Latin America) language setting now run the game in Spanish instead of English.
Skullgirls 2nd Encore - Mike Z
Didja miss me?

Here's a full list of the current updates, for all platforms!
(Note: The X360 art gallery crash bug has been identified! There is not yet a patch for it, though.)

PC:
- Added the "-extrasupershadows" launch option to enable PS4 super shadows on PC. Give it a try, IF your rig can handle it...
- Modified the white flash when finding an online match, to hopefully not trigger epilepsy. >.<
- Fixed some rendering issues for certain backgrounds...and...yeah. Did that. :^)

All Platforms:
- Bugfix: Any time the point character resets their combo, it also now grants you another assist use, even on zero-frame resets. FINALLY fixed!
- Fixed Double being able to cancel Hornet Bomber to ground supers before the grounded hit became active, and thereby accidentally uncombo the ground super.
- Adjusted Robo-Fortune's in-fight voice volume.
- Corrected the VO for Robo-Fortune's L and M Danger.
- Bugfix: Robo-Fortune can now jump-cancel when j.HP hits another projectile. Also improved the responsiveness of jump cancelling from j.HP after it hits something.
- Bugfix: Beowulf's Canis Major Press now has a maximum backward movement speed that it cannot exceed.
- Bugfix: Beowulf's Referee Pin now correctly pins the opponent with their back to the "mat". VERY IMPORTANT!
- Bugfix: Valentine's poisons no longer count down time on assists while they are locked out and offscreen, only while they are onscreen.
- Fixed a bug with Cerebella's taunt input wrongly allowing you to hold Back throughout the entire thing instead of having to tap it in the middle.
- Tweaked the input checking on Parasoul's taunt to attempt to get it to happen less often accidentally.
- Lengthened hitstun from Robo c.HK by 5f because light characters recovered while rising, allowing a 1-frame-perfect unblockable reset with Airwulf off Robo's assist.
- Updated the air-unblockable-attack-plus-ground-throw situation protection by fixing a bug with the trigger conditions, as well as lengthening the protection given by command throws/super throws ONLY, to other cover some edge cases. Normal throw air protection works the same way it did before, because normal throws are techable.
- Fixed a bug where Entourages would fail to save if the second or third character was using a color that the player hadn't unlocked for the first character.
- Fixed various bugs in Valentine's tutorial.

PS3:
- Fixed several images crashing the Art Gallery.

PS4:
- Hopefully fixed extremely rare random severe graphical corruption bug.
- The game now pays attention to the Display Area Settings from the system. The screen size is adjustable accordingly.
- Fixed music volume setting not applying properly during cutscenes and when the music loops.
- Legacy controllers can now dismiss all system messages that do not require more than an "OK" input.
- Legacy controllers can no longer control the game while an OS message is displaying over the game screen.
- Two Weeks trophy now is properly awarded when fulfilling the conditions.
- Surviving Challenge 7 now properly counts as clearing it.
- Fixed lots of bugs and strange behavior in various Challenges.
- Improved responsiveness of the Challenges menu and added sounds to it.
- Corrected a line in Valentine's story mode.
- Systems set to the Spanish (Latin America) language setting now run the game in Spanish instead of English.
Skullgirls 2nd Encore - contact@rockpapershotgun.com (Alice O'Connor)

Skullgirls lot Lab Zero Games are coming back with another pretty-pretty hand-drawn game, but any face-punching it has will be a lot more formal. Their next game is Indivisible [Facebook page], an action-RPG where young lady Ajna will be travelling across a fantasy world to figure out why she has magic powers. I bet those magic powers will help you duff people up and get closer to the truth. I almost said “All they have to show for it now is some concept art”, but where do you draw the line with a hand-drawn game? Wakey wakey, Alice.

… [visit site to read more]

Skullgirls 2nd Encore - mikez
Welcome to Skullgirls 2nd Encore!
Full Skullgirls 2nd Encore patch notes here.

Stealth update - Fixed the size of some Art Gallery images and other Art Gallery bugs. Fixed some text errors in various modes.

PC-only bugfixes - Too late for console patches, will be in the Lobby update for consoles:
- Bugfix: After taunting as Eliza, she no longer gains health on trades which kill her. Thanks Midiman and dragonsinmysky for finding this, and Weatherbee for replicating it!
- Bugfix: Painwheel can now fly/unfly during Downs. Thanks Stuff.
- Bugfix: Fixed Robo Fortune's Lv3 exploding logic so she does not explode when killed by the end of Ms Fortune's Fifth of Dismember, and so that she DOES explode during the middle of Cat Scratch Fever and in similar long-hitstop situations. Thanks CaioLugon.

Added Replays! This feature is not even close to complete.
If you have any problems, you're on your own.
Replay saving and playback has been ported from the Beta, and is now available by adding the Launch Option:
-enablereplays (including the hyphen)
to Skullgirls via the Steam library.
The Replay Theater UI is very bare-bones, but it's better than nothin'!
Press LP during a replay to display hitboxes, and press LK to display the players' inputs.
(It'd be nice to see someone make an external program for managing replays, since the .ini files are just text. Hint hint.)


Psst! Wanna know what Lab Zero is doing after Skullgirls? Check out the Indivisible teaser:
https://www.youtube.com/watch?v=qgLtNAKTjhw
Skullgirls 2nd Encore - Mike Z
Welcome to Skullgirls 2nd Encore!
Full Skullgirls 2nd Encore patch notes here.

Stealth update - Fixed the size of some Art Gallery images and other Art Gallery bugs. Fixed some text errors in various modes.

PC-only bugfixes - Too late for console patches, will be in the Lobby update for consoles:
- Bugfix: After taunting as Eliza, she no longer gains health on trades which kill her. Thanks Midiman and dragonsinmysky for finding this, and Weatherbee for replicating it!
- Bugfix: Painwheel can now fly/unfly during Downs. Thanks Stuff.
- Bugfix: Fixed Robo Fortune's Lv3 exploding logic so she does not explode when killed by the end of Ms Fortune's Fifth of Dismember, and so that she DOES explode during the middle of Cat Scratch Fever and in similar long-hitstop situations. Thanks CaioLugon.

Added Replays! This feature is not even close to complete.
If you have any problems, you're on your own.
Replay saving and playback has been ported from the Beta, and is now available by adding the Launch Option:
-enablereplays (including the hyphen)
to Skullgirls via the Steam library.
The Replay Theater UI is very bare-bones, but it's better than nothin'!
Press LP during a replay to display hitboxes, and press LK to display the players' inputs.
(It'd be nice to see someone make an external program for managing replays, since the .ini files are just text. Hint hint.)


Psst! Wanna know what Lab Zero is doing after Skullgirls? Check out the Indivisible teaser:
https://www.youtube.com/watch?v=qgLtNAKTjhw
Skullgirls 2nd Encore

I'm not a huge fighting game fan (not unrelated: I am also terrible at fighting games), but I do love the art. The expressive, characterful pixel art of King of Fighters; the chunky brawlers in the upcoming Street Fighter V; and, yes, Skullgirls' costly animated art deco monsters. Well, Skullgirls devs Lab Zero Games have just announced their next game, and it's in a genre I'm much more interested in: RPGs. Not only that, but Secret of Mana composer Hiroki Kikuta is onboard. (Listen to this this beautiful composition if you're not familiar.)

The game's named Indivisible, for some terrible reason, and it's inspired by Valkrie Profile and Super Metroid. You're probably throwing money at your screen already, but you should probably wait for the game to head to IndieGoGo (that funding campaign is "coming soon", along with a playable prototype, according to the announcement trailer below).

Inspired by southeast Asian and other world mythologies, Indivisible is "a new action/RPG IP, starring Ajna (AHZH-na), a girl who sets out on a globe-spanning journey to discover the truth behind her mysterious powers. On her quest she ll be joined by a variety of unique heroes and gain new abilities to traverse the environments and defeat the enemies they ll encounter along the way".

Skullgirls 2nd Encore - mikez
LP and MK are unresponsive during gameplay? Alrighty.

How do I fix it?
Set "Right Stick Assists" to Off, in button config.
-or-
Try adding "-vjoyfix" (without the quotes) as a Launch Option in Steam.
-or-
Map "Right stick up" and "Right stick down" to some real input, rather than leaving them unmapped.

OK, so what's the problem?
Your controller driver is reporting bogus information for POV hats, when there is really no information to report for them. VJoy does this by default. As a result, the game thinks your right stick is always pressed upward, and if you have Right Stick Assists on that counts as pressing Assist 1, which is LP+MK. Turning off Right Stick Assists or doing the other things mentioned as solutions ignores this bogus info.


Thanks ninjamunky for bringing the problem to my attention, and Muro for the solution!
Skullgirls 2nd Encore - Mike Z
LP and MK are unresponsive during gameplay? Alrighty.

How do I fix it?
Set "Right Stick Assists" to Off, in button config.
-or-
Try adding "-vjoyfix" (without the quotes) as a Launch Option in Steam.
-or-
Map "Right stick up" and "Right stick down" to some real input, rather than leaving them unmapped.

OK, so what's the problem?
Your controller driver is reporting bogus information for POV hats, when there is really no information to report for them. VJoy does this by default. As a result, the game thinks your right stick is always pressed upward, and if you have Right Stick Assists on that counts as pressing Assist 1, which is LP+MK. Turning off Right Stick Assists or doing the other things mentioned as solutions ignores this bogus info.


Thanks ninjamunky for bringing the problem to my attention, and Muro for the solution!
...