Fantasy Strike - Leontes


Have you had your eye on one of our titles?

This is the biggest sale Sirlin Games has ever had. From November 22nd to 28th, you get 50% off everything Sirlin Games sells. Yes, everything. That includes:

All our tabletop games at http://sirlingames.com. Use the code CRAZY50 when checking out. Check out our top sellers here. Keep in mind that some products might sell out before the sale period ends, sorry!

Fantasy Strike, Yomi, and Puzzle Strike on Steam (as well as their associated DLC and soundtrack).

Yomi and Puzzle Strike on iOS.

If you're looking for a fancy gift, we suggest Pandante (either regular or deluxe), as it's joyful experience for both non-gamers and experts. Or, you could try anything else! Fantasy Strike on Steam is our newest and prettiest game. :)
Fantasy Strike - Leontes


Have you had your eye on one of our titles?

This is the biggest sale Sirlin Games has ever had. From November 22nd to 28th, you get 50% off everything Sirlin Games sells. Yes, everything. That includes:

All our tabletop games at http://sirlingames.com. Use the code CRAZY50 when checking out. Check out our top sellers here. Keep in mind that some products might sell out before the sale period ends, sorry!

Fantasy Strike, Yomi, and Puzzle Strike on Steam (as well as their associated DLC and soundtrack).

Yomi and Puzzle Strike on iOS.

If you're looking for a fancy gift, we suggest Pandante (either regular or deluxe), as it's joyful experience for both non-gamers and experts. Or, you could try anything else! Fantasy Strike on Steam is our newest and prettiest game. :)
Fantasy Strike - Thelo
Hello, today's quick-fix update is simply a fix candidate for online desyncs related to Lum's bomb.

Happy Fantasy Striking!
Fantasy Strike - Thelo
Hello, today's quick-fix update is simply a fix candidate for online desyncs related to Lum's bomb.

Happy Fantasy Striking!
Fantasy Strike - Sirlin
This update to Fantasy Strike is live right now.



The biggest thing in this update is a new playable character, Lum! We've been working on him for a long time, so we hope you enjoy him. Our other biggest improvements this month are technical in nature. We've improved performance pretty significantly by lowering CPU usage (though we still plan to improve performance even more in the future) and we now correctly handle sound effects during the "rollbacks" that happen during online play. We added a handy new way to add friends in the new "recent players" tab of the friend list screen, and we've done several balance changes too.

CONTEST!
To commemorate the release of Lum, we're giving away copies of his favorite gambling game: Pandante. It's the DELUXE version with professional quality clay poker chips!



To enter:

1) Follow us on Twitter @FantasyStrike
2) Tweet us your favorite picture/gif/video of a panda.
3) Make sure to include #PandasyStrike in your tweet.

We’ll enter you into a drawing to win one of 10 copies of Pandante Deluxe (more than a $100 value!). You’ll have until Monday, November 20th at 11:59pm PST to enter, after which we’ll be selecting the winners and contacting them via Twitter DM.

CHARACTERS

NEW CHARACTER: LUM!

--Lum is a Gambling Panda
--Lum is now in the game.
--Lum is based around item toss, his C button move that throws a random item onto the playfield. His ground super is a slot machine that spits out 4 random items, too.
--Try to cause chaos and make things happen.

We made a video to show you all about how Lum works:
https://youtu.be/4c9n40tCxAo

And our lead developer talks about the design side of Lum in this video, too:
https://youtu.be/O75tRHZMz_4

GRAVE
--Grave jump A and jump B have more pushback.
--Grave jump B has more landing recovery.

JAINA
--Flame arrow impacts now have a variety of different sound effects.

ROOK
--Air super now requires the same minimum height for all supers (though DeGrey’s is an intentional exception). We don’t really know why it was allowed to be done lower than other supers. The net effect is that jumping and then doing it takes 5f more than before.

VALERIE
--Her B,B,back+B retreat now retreats farther so it better avoids Rook’s and Grave’s supers when she baits them.
--Fixed a visual issue that caused the dust effects at the beginning of her C attack to appear too late.

SETSUKI
--C tumbler has 12f projectile invulnerability at the start. This seems to have been accidentally removed last month.
--C tumbler (when holding the button down) no longer throws opponents who are in the air.
--B kick now breaks armor so that Rook can no longer beat both of Setsuki’s B and hold-B options by him doing C throw (or super).
--Hold B throw now has the same extra hit that B-kick has to prevent an option select any character can use to always jump / block correctly vs Setsuki’s hold-B / B mixup by doing the same set of inputs and letting the game give the optimal outcome.
--Fixed a bug that could cause the victim of Setsuki’s yomi counter to fly upward off the screen sometimes if the yomi counter was the last hit of the round.
--Fixed a bug during her B teleport move that would cause all character animations to become frozen if the opponent did a super on a particular frame.
--Added facial animation to more moves.

GEIGER
--Air super duration slightly reduced (by 0.5 seconds).
--Gear projectile impacts now have a variety of different sound effects.
--Ground super distance travelled is quite a bit less. This is a nerf in some ways and helps in other ways. The reason for the change is to allow at least some safe zone from full screen where other zoners can throw projectiles without always being hit on reaction with Geiger’s time stop. Those characters could still win by rushing down, but the dynamics of the match were too constrained by TIme Stop’s reach, so the point here is to allow more varied gameplay, separate from whether it happens to end up as a buff or nerf.

DEGREY
--Fixed the display of DeGrey’s neutral A (first hit) frame data to look sensible instead of wrongly implying that the first punch had two hits of its own.

MIDORI
--Last month we fixed an issue that caused online games to desync if Midori blocked a move immediately after transforming into a dragon. Now, we have fixed a second issue that ALSO desynced the game in that exact same situation.
--Throwing as the Dragon now keeps the victim's block damage state intact so that it works like all other throws.

PERFORMANCE IMPROVEMENTS
--We’ve done several optimizations which, in total, reduce CPU usage by a significant amount: about 15%! During online play, you might feel an even greater improvement than that would imply because online play’s GGPO networking basically multiplies the CPU usage (as well as multiplies the effectiveness of this new optimization). On the other hand, you might feel less than the 15% improvement would imply if your particular computer happens to be bottlenecked by the GPU rather than the CPU. (There are no GPU optimizations in this update.)
--Several full screen image effects (such as ambient occlusion, bloom, depth of field) are now disabled on lower graphics quality settings, especially on Lowest. This will help a wider range of computers to run the game at good framerates.
--Fixed several memory leaks. We discovered multiple technical issues that caused the game to slowly use more and more memory over time if you played for long time in a single session. This could result in worse framerate over time until you restarted the program. These issues are now fixed.

STAGES

--Morningstar Sanctuary has environmental sounds now.

MENUS

--The menus have new sound effects for navigation, and clicking on things.
--The friend screen (press tab to get to it quickly) now has an “add friend” button if you’re in mouse mode (rather than game controller mode). This lets you add a Steam friend.
--The friend screen now has a “requests” tab, which lists any pending Steam friend requests you have, as well as lets you accept/reject them.
--The friend screen has a “recent players” tab. Players you face online will show up here, and this tab allows you to easily add them as friends (so you can challenge them directly).
--The XP system has been more fully implemented. Note that XP is not something that ever affects the power level of your characters, it’s only an indicator of how long you’ve played.
--XP now shows up for each character on the character select screen for online play.
--On the versus screen before each online fight, the XP values shown are now correct, rather than incorrect.
--When you reach level 32, the XP system no longer bugs out, causing loud sounds as you wrongly gain dozens and dozens of levels instantly. Instead, it goes to level 100, then flips back to level 1, but gives you a “star” in addition to your level.
--After each quick match, the XP now correctly adds up. That is, it gives the correct values for each possible XP item and it now counts all three games you might have played vs that opponent, rather than only counting the final game in the set that you played.

MISC

--Fixed a bug that made the practice mode training dummy’s settings for wakeup action work incorrectly.
--The practice mode setting for wakeup action and after blockstun action, when set to “random”, no longer heavily favors doing a reversal rather than a throw.
--Sound effects now pause when you pause the game. This is especially good in the case of long sounds, as before they’d continue to play when you paused the game, then when you resume the game, the move making the sound would play out in silence.
--During online play, sounds now obey rollbacks. That means if a move starts playing a long sound on frame 1, but then online rollbacks cause that move to not even really show on screen, you will no longer hear the entire sound effect of the move that didn’t really come out. This was especially noticeable before in the case of playing “yomi counter” sound effects when no yomi counter actually happened on screen.
--Looped sounds (such as from Geiger's gear or Grave's lightning cloud) no longer accidentally play when the SFX volume is set to 0 or SFX are disabled.
--Fixed an issue during online play that would cause movement directions on the PS4 analog stick to do nothing if you attempted to manually map them to the d-pad directions.
--Fixed the problem of the game locking up if you were in the loading screen of an arcade match at the moment that you got a new online quick match opponent.
Fantasy Strike - Sirlin
This update to Fantasy Strike is live right now.



The biggest thing in this update is a new playable character, Lum! We've been working on him for a long time, so we hope you enjoy him. Our other biggest improvements this month are technical in nature. We've improved performance pretty significantly by lowering CPU usage (though we still plan to improve performance even more in the future) and we now correctly handle sound effects during the "rollbacks" that happen during online play. We added a handy new way to add friends in the new "recent players" tab of the friend list screen, and we've done several balance changes too.

CONTEST!
To commemorate the release of Lum, we're giving away copies of his favorite gambling game: Pandante. It's the DELUXE version with professional quality clay poker chips!



To enter:

1) Follow us on Twitter @FantasyStrike
2) Tweet us your favorite picture/gif/video of a panda.
3) Make sure to include #PandasyStrike in your tweet.

We’ll enter you into a drawing to win one of 10 copies of Pandante Deluxe (more than a $100 value!). You’ll have until Monday, November 20th at 11:59pm PST to enter, after which we’ll be selecting the winners and contacting them via Twitter DM.

CHARACTERS

NEW CHARACTER: LUM!

--Lum is a Gambling Panda
--Lum is now in the game.
--Lum is based around item toss, his C button move that throws a random item onto the playfield. His ground super is a slot machine that spits out 4 random items, too.
--Try to cause chaos and make things happen.

We made a video to show you all about how Lum works:
https://youtu.be/4c9n40tCxAo

And our lead developer talks about the design side of Lum in this video, too:
https://youtu.be/O75tRHZMz_4

GRAVE
--Grave jump A and jump B have more pushback.
--Grave jump B has more landing recovery.

JAINA
--Flame arrow impacts now have a variety of different sound effects.

ROOK
--Air super now requires the same minimum height for all supers (though DeGrey’s is an intentional exception). We don’t really know why it was allowed to be done lower than other supers. The net effect is that jumping and then doing it takes 5f more than before.

VALERIE
--Her B,B,back+B retreat now retreats farther so it better avoids Rook’s and Grave’s supers when she baits them.
--Fixed a visual issue that caused the dust effects at the beginning of her C attack to appear too late.

SETSUKI
--C tumbler has 12f projectile invulnerability at the start. This seems to have been accidentally removed last month.
--C tumbler (when holding the button down) no longer throws opponents who are in the air.
--B kick now breaks armor so that Rook can no longer beat both of Setsuki’s B and hold-B options by him doing C throw (or super).
--Hold B throw now has the same extra hit that B-kick has to prevent an option select any character can use to always jump / block correctly vs Setsuki’s hold-B / B mixup by doing the same set of inputs and letting the game give the optimal outcome.
--Fixed a bug that could cause the victim of Setsuki’s yomi counter to fly upward off the screen sometimes if the yomi counter was the last hit of the round.
--Fixed a bug during her B teleport move that would cause all character animations to become frozen if the opponent did a super on a particular frame.
--Added facial animation to more moves.

GEIGER
--Air super duration slightly reduced (by 0.5 seconds).
--Gear projectile impacts now have a variety of different sound effects.
--Ground super distance travelled is quite a bit less. This is a nerf in some ways and helps in other ways. The reason for the change is to allow at least some safe zone from full screen where other zoners can throw projectiles without always being hit on reaction with Geiger’s time stop. Those characters could still win by rushing down, but the dynamics of the match were too constrained by TIme Stop’s reach, so the point here is to allow more varied gameplay, separate from whether it happens to end up as a buff or nerf.

DEGREY
--Fixed the display of DeGrey’s neutral A (first hit) frame data to look sensible instead of wrongly implying that the first punch had two hits of its own.

MIDORI
--Last month we fixed an issue that caused online games to desync if Midori blocked a move immediately after transforming into a dragon. Now, we have fixed a second issue that ALSO desynced the game in that exact same situation.
--Throwing as the Dragon now keeps the victim's block damage state intact so that it works like all other throws.

PERFORMANCE IMPROVEMENTS
--We’ve done several optimizations which, in total, reduce CPU usage by a significant amount: about 15%! During online play, you might feel an even greater improvement than that would imply because online play’s GGPO networking basically multiplies the CPU usage (as well as multiplies the effectiveness of this new optimization). On the other hand, you might feel less than the 15% improvement would imply if your particular computer happens to be bottlenecked by the GPU rather than the CPU. (There are no GPU optimizations in this update.)
--Several full screen image effects (such as ambient occlusion, bloom, depth of field) are now disabled on lower graphics quality settings, especially on Lowest. This will help a wider range of computers to run the game at good framerates.
--Fixed several memory leaks. We discovered multiple technical issues that caused the game to slowly use more and more memory over time if you played for long time in a single session. This could result in worse framerate over time until you restarted the program. These issues are now fixed.

STAGES

--Morningstar Sanctuary has environmental sounds now.

MENUS

--The menus have new sound effects for navigation, and clicking on things.
--The friend screen (press tab to get to it quickly) now has an “add friend” button if you’re in mouse mode (rather than game controller mode). This lets you add a Steam friend.
--The friend screen now has a “requests” tab, which lists any pending Steam friend requests you have, as well as lets you accept/reject them.
--The friend screen has a “recent players” tab. Players you face online will show up here, and this tab allows you to easily add them as friends (so you can challenge them directly).
--The XP system has been more fully implemented. Note that XP is not something that ever affects the power level of your characters, it’s only an indicator of how long you’ve played.
--XP now shows up for each character on the character select screen for online play.
--On the versus screen before each online fight, the XP values shown are now correct, rather than incorrect.
--When you reach level 32, the XP system no longer bugs out, causing loud sounds as you wrongly gain dozens and dozens of levels instantly. Instead, it goes to level 100, then flips back to level 1, but gives you a “star” in addition to your level.
--After each quick match, the XP now correctly adds up. That is, it gives the correct values for each possible XP item and it now counts all three games you might have played vs that opponent, rather than only counting the final game in the set that you played.

MISC

--Fixed a bug that made the practice mode training dummy’s settings for wakeup action work incorrectly.
--The practice mode setting for wakeup action and after blockstun action, when set to “random”, no longer heavily favors doing a reversal rather than a throw.
--Sound effects now pause when you pause the game. This is especially good in the case of long sounds, as before they’d continue to play when you paused the game, then when you resume the game, the move making the sound would play out in silence.
--During online play, sounds now obey rollbacks. That means if a move starts playing a long sound on frame 1, but then online rollbacks cause that move to not even really show on screen, you will no longer hear the entire sound effect of the move that didn’t really come out. This was especially noticeable before in the case of playing “yomi counter” sound effects when no yomi counter actually happened on screen.
--Looped sounds (such as from Geiger's gear or Grave's lightning cloud) no longer accidentally play when the SFX volume is set to 0 or SFX are disabled.
--Fixed an issue during online play that would cause movement directions on the PS4 analog stick to do nothing if you attempted to manually map them to the d-pad directions.
--Fixed the problem of the game locking up if you were in the loading screen of an arcade match at the moment that you got a new online quick match opponent.
Fantasy Strike - Sirlin
This update to Fantasy Strike is live now.

We've continued to fix various issues with online play, added several bits of graphical help to make the game more understandable here and there, improved the snow stage's look, did a few balance changes, and made it so if you mash jump you'll get out of special throws just as well as if you hold jump. ;)

ONLINE PLAY FIXES

--When someone sends you a challenge then cancels it, we no longer show a popup, and we immediately hide the notification.
--When someone declines your challenge, we only show a popup if you're not playing online.
--If you somehow accept a challenge that was just canceled, the challenge is now just dropped, rather than accepted.
--Local P2 controls no longer accidentally control the remote player's rematch menu in a friend match.
--Fixed a bug that could sometimes cause players to be instantly disconnected when rematching online, and could also cause seeing “Player 1” and “Player 2” as the usernames of players. It’s possible that these bad things could still happen (please report if they do) but at least several cases of this problem are now fixed.
--Fixed a bug that consistently caused a desync if Midori got hit on the first frame after he transforms to a dragon.

CHARACTERS

GRAVE
--His cloud meter (used with air C) has been redrawn. Now shows an X if you try to use it before it’s full. Also has a new visual effect for the moment it becomes full.

JAINA
--Jaina's ground super, the cinematic that triggers on hit is now correctly invulnerable until the end (so that she can block projectiles she happens to land in).
--When you take 1 self-damage from doing ground C, a “-1 HEALTH” message now appears on screen, to better communicate what’s happening.
--Fixed a bug that could cause Jaina’s self-damage from her ground C happen multiple times for no reason if she’d take the damage at certain frames of the opponent’s super flash.

ROOK
--If the opponent has flashing life from block damage, hitting the opponent with long-range air C to knock them down no longer heals their flashing life.

VALERIE
--Her yomi counter now has text saying “YOMI COUNTER!” like other characters do.
--The graphics for her rainbow trail during her air C have been implemented a different way. Before, the trail could wobble around and change position by a large amount during the move. Now it better stays in place, so it looks more like an actual trail behind her, rather than a thing attached to her. (Imagine an airplane leaving a trail of smoke behind it; if the plane moves around, the older parts of the smoke trail shouldn’t move in lockstep to new movements of the plane.)
--Fixed a bug with her C that was introduced last month accidentally. This move was always -1 on block, but for the last month, it was +0 even though the in-game frame stats incorrectly stated that it was -1. Now it’s really actually -1 frames on block again.
--Air C frame stats adjusted so that it’s often -1 on block also, to match the ground version. It can be made +0 or +1 depending on spacing and timing.
Fixed a similar bug that affected her ground C that also affected the second hit of her B, B sequence. It now has 1f more recovery and matches the in-game frame stats, even though for the last month it was missing that 1f accidentally.

SETSUKI
--Double palm (f+A) has less hitstun / blockstun.
--The version of the divekick you cancel into from ground C and air C has more startup.
--The C -> C throw has been moved to the command “hold the C button.” Now the second press of C -> C does Flying Fox.
--Fixed a bug that made her A attack to be missing 1 frame of recovery even though the in-game frame stats reported that that frame was there. Now it has the extra 1f it used to and matches the in-game stats
--Updated the graphics for her smoke cloud during her intro animation before a game starts and also during her yomi counter..
--Fixed a bug (we think??) on Mac that caused Setsuki’s model to be corrupted and crazy looking sometimes. Perhaps this is now fixed or perhaps it’s still possible but very rare. If you see this bug, please report it. If it happens to you, you can restart the program repeatedly and it will eventually load properly.

Developer’s Note: The Setsuki balance changes aren’t really an attempt to nerf her, but rather to make her mixup from ground C make more sense overall. Before, when doing Starlight Tumbler (C button), two of your options were throw and divekick. They could jump out of throw but not divekick. That makes sense except for the part that divekick then lead to f+A, C, divekick again. This lockdown felt too oppressive and could sometimes go on too long vs characters who don’t have a reversal other than their super. Now, the reduced blockstun from f+A and the increased startup from the divekick means that it’s easier to jump out. But there is now a new option of C -> C (Flying Fox) to easily hit jumpers. It’s just that if you choose this option and they block instead of jump, you’re at disadvantage, rather than in a position to repeat the whole loop.

GEIGER
--His gear meter (used with ground B, ground C, and air C) has been redrawn to look cooler. Now shows an X if you try to use it before it’s full. Also has a new visual effect for the moment it becomes full.

DEGREY
--Neutral A first punch of the 2-hit series is now +1 frame advantage on block, rather than +5.
--Air B (first hit of the sequence) has more recovery. It’s now about -1 on block when done from close but can be made plus on block if done from farther.
--In practice mode, if the dummy has 0 life, the ghost will no longer fail to grab them.
--Fixed a bug that made DeGrey’s air ghost do nothing if he was at the very edge of the stage, jumped back, then called her during his jump.
--Fixed a bug that showed incorrect frame advantage after air super is blocked.
--His practice animation (on the score screen after online matches) now has him punching with the arm he winds up with, rather than the other arm.

MIDORI
--Sound effect adjusted for dragon transform.
--In practice mode, if the dragon is set to “reversal” after blockstun or wakeup, he will do back+A tail swipe (his fastest ground move) instead of doing nothing.
--Pre-jump frames 4 -> 3, so it’s the same as other characters. Also, graphics for these pre-jump frames adjusted to look more like you’d expect.
--In practice mode, ground B now shows correct frame stats for frame advantage on block and on hit.
--Fixed a bug that made his flurry attack (A then A again) to be missing 1 frame of recovery even though the in-game frame stats reported that that frame was there. Now it has the extra 1f it used to and matches the in-game stats.

STAGES

--Snowy Mountains. The lighting has changed so that the snow is more white and the shadow colors make more sense. The buildings in the far background have been remodelled. Some artifacting on the sky near the moon has been fixed. Also, the ground has been slightly altered to fix a subtle problem that made it appear too low under characters’ feet sometimes.
--Dojo stage’s ground also slightly altered not appear too low under characters’ feet sometimes.

MISC

--Jump now buffers like the other buttons, meaning it repeats its input for 8 frames. The practical use of this is make it so that if you mash the jump button as you’re getting up, you will jump on the first frame you’re up. Holding down the jump button used to (and still does) make you jump at the earliest possible time, but pressing it rapidly did not (now does!).
--There is a new on-screen message that says JUMPABLE! if you get hit by a special or super throw that you could have jumped out of. It’s a general, game-wide mechanic that your pre-jump frames are immune to special and super throws, and this better helps communicate that to new players.
--Max volume of the game is now louder. We found this was necessary at trade shows because even with volume set to max, using good external soundbars also cranked to max, left our game a bit too quiet for the noisy environment.
--Super meter now has a visual effect the moment it becomes full.
--When a player wins a round, the blue round-win icon now has a visual effect for the moment it appears.
--The dust effects by characters feet (seen when they move left or right) now correctly appears behind characters rather than in front in cases where it obviously should be behind.
--Fixed a bug that caused the main menu to have an all-black or partially-black background if you got to it from quitting gameplay during a super or yomi counter.
--Fixed a bug on lowest graphics settings that caused the CPU to still compute cloth physics for the shadows of characters on the ground, even though their shadows are disabled and replaced with blob shadows on lowest graphics settings.
Fantasy Strike - Sirlin
This update to Fantasy Strike is live now.

We've continued to fix various issues with online play, added several bits of graphical help to make the game more understandable here and there, improved the snow stage's look, did a few balance changes, and made it so if you mash jump you'll get out of special throws just as well as if you hold jump. ;)

ONLINE PLAY FIXES

--When someone sends you a challenge then cancels it, we no longer show a popup, and we immediately hide the notification.
--When someone declines your challenge, we only show a popup if you're not playing online.
--If you somehow accept a challenge that was just canceled, the challenge is now just dropped, rather than accepted.
--Local P2 controls no longer accidentally control the remote player's rematch menu in a friend match.
--Fixed a bug that could sometimes cause players to be instantly disconnected when rematching online, and could also cause seeing “Player 1” and “Player 2” as the usernames of players. It’s possible that these bad things could still happen (please report if they do) but at least several cases of this problem are now fixed.
--Fixed a bug that consistently caused a desync if Midori got hit on the first frame after he transforms to a dragon.

CHARACTERS

GRAVE
--His cloud meter (used with air C) has been redrawn. Now shows an X if you try to use it before it’s full. Also has a new visual effect for the moment it becomes full.

JAINA
--Jaina's ground super, the cinematic that triggers on hit is now correctly invulnerable until the end (so that she can block projectiles she happens to land in).
--When you take 1 self-damage from doing ground C, a “-1 HEALTH” message now appears on screen, to better communicate what’s happening.
--Fixed a bug that could cause Jaina’s self-damage from her ground C happen multiple times for no reason if she’d take the damage at certain frames of the opponent’s super flash.

ROOK
--If the opponent has flashing life from block damage, hitting the opponent with long-range air C to knock them down no longer heals their flashing life.

VALERIE
--Her yomi counter now has text saying “YOMI COUNTER!” like other characters do.
--The graphics for her rainbow trail during her air C have been implemented a different way. Before, the trail could wobble around and change position by a large amount during the move. Now it better stays in place, so it looks more like an actual trail behind her, rather than a thing attached to her. (Imagine an airplane leaving a trail of smoke behind it; if the plane moves around, the older parts of the smoke trail shouldn’t move in lockstep to new movements of the plane.)
--Fixed a bug with her C that was introduced last month accidentally. This move was always -1 on block, but for the last month, it was +0 even though the in-game frame stats incorrectly stated that it was -1. Now it’s really actually -1 frames on block again.
--Air C frame stats adjusted so that it’s often -1 on block also, to match the ground version. It can be made +0 or +1 depending on spacing and timing.
Fixed a similar bug that affected her ground C that also affected the second hit of her B, B sequence. It now has 1f more recovery and matches the in-game frame stats, even though for the last month it was missing that 1f accidentally.

SETSUKI
--Double palm (f+A) has less hitstun / blockstun.
--The version of the divekick you cancel into from ground C and air C has more startup.
--The C -> C throw has been moved to the command “hold the C button.” Now the second press of C -> C does Flying Fox.
--Fixed a bug that made her A attack to be missing 1 frame of recovery even though the in-game frame stats reported that that frame was there. Now it has the extra 1f it used to and matches the in-game stats
--Updated the graphics for her smoke cloud during her intro animation before a game starts and also during her yomi counter..
--Fixed a bug (we think??) on Mac that caused Setsuki’s model to be corrupted and crazy looking sometimes. Perhaps this is now fixed or perhaps it’s still possible but very rare. If you see this bug, please report it. If it happens to you, you can restart the program repeatedly and it will eventually load properly.

Developer’s Note: The Setsuki balance changes aren’t really an attempt to nerf her, but rather to make her mixup from ground C make more sense overall. Before, when doing Starlight Tumbler (C button), two of your options were throw and divekick. They could jump out of throw but not divekick. That makes sense except for the part that divekick then lead to f+A, C, divekick again. This lockdown felt too oppressive and could sometimes go on too long vs characters who don’t have a reversal other than their super. Now, the reduced blockstun from f+A and the increased startup from the divekick means that it’s easier to jump out. But there is now a new option of C -> C (Flying Fox) to easily hit jumpers. It’s just that if you choose this option and they block instead of jump, you’re at disadvantage, rather than in a position to repeat the whole loop.

GEIGER
--His gear meter (used with ground B, ground C, and air C) has been redrawn to look cooler. Now shows an X if you try to use it before it’s full. Also has a new visual effect for the moment it becomes full.

DEGREY
--Neutral A first punch of the 2-hit series is now +1 frame advantage on block, rather than +5.
--Air B (first hit of the sequence) has more recovery. It’s now about -1 on block when done from close but can be made plus on block if done from farther.
--In practice mode, if the dummy has 0 life, the ghost will no longer fail to grab them.
--Fixed a bug that made DeGrey’s air ghost do nothing if he was at the very edge of the stage, jumped back, then called her during his jump.
--Fixed a bug that showed incorrect frame advantage after air super is blocked.
--His practice animation (on the score screen after online matches) now has him punching with the arm he winds up with, rather than the other arm.

MIDORI
--Sound effect adjusted for dragon transform.
--In practice mode, if the dragon is set to “reversal” after blockstun or wakeup, he will do back+A tail swipe (his fastest ground move) instead of doing nothing.
--Pre-jump frames 4 -> 3, so it’s the same as other characters. Also, graphics for these pre-jump frames adjusted to look more like you’d expect.
--In practice mode, ground B now shows correct frame stats for frame advantage on block and on hit.
--Fixed a bug that made his flurry attack (A then A again) to be missing 1 frame of recovery even though the in-game frame stats reported that that frame was there. Now it has the extra 1f it used to and matches the in-game stats.

STAGES

--Snowy Mountains. The lighting has changed so that the snow is more white and the shadow colors make more sense. The buildings in the far background have been remodelled. Some artifacting on the sky near the moon has been fixed. Also, the ground has been slightly altered to fix a subtle problem that made it appear too low under characters’ feet sometimes.
--Dojo stage’s ground also slightly altered not appear too low under characters’ feet sometimes.

MISC

--Jump now buffers like the other buttons, meaning it repeats its input for 8 frames. The practical use of this is make it so that if you mash the jump button as you’re getting up, you will jump on the first frame you’re up. Holding down the jump button used to (and still does) make you jump at the earliest possible time, but pressing it rapidly did not (now does!).
--There is a new on-screen message that says JUMPABLE! if you get hit by a special or super throw that you could have jumped out of. It’s a general, game-wide mechanic that your pre-jump frames are immune to special and super throws, and this better helps communicate that to new players.
--Max volume of the game is now louder. We found this was necessary at trade shows because even with volume set to max, using good external soundbars also cranked to max, left our game a bit too quiet for the noisy environment.
--Super meter now has a visual effect the moment it becomes full.
--When a player wins a round, the blue round-win icon now has a visual effect for the moment it appears.
--The dust effects by characters feet (seen when they move left or right) now correctly appears behind characters rather than in front in cases where it obviously should be behind.
--Fixed a bug that caused the main menu to have an all-black or partially-black background if you got to it from quitting gameplay during a super or yomi counter.
--Fixed a bug on lowest graphics settings that caused the CPU to still compute cloth physics for the shadows of characters on the ground, even though their shadows are disabled and replaced with blob shadows on lowest graphics settings.
Fantasy Strike - Leontes
Game Director David Sirlin discusses new graphical cues that make Fantasy Strike easier to understand.

https://www.youtube.com/watch?v=XI5cOpfWzfU
Fantasy Strike - Leontes
Game Director David Sirlin discusses new graphical cues that make Fantasy Strike easier to understand.

https://www.youtube.com/watch?v=XI5cOpfWzfU
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