This update to Fantasy Strike is live on Steam right now.
We're issuing this update ahead of our regular schedule in order to fix several critical bugs. And while we're at it, you get a new beautiful stage and some new visual effects, too.
NEW STAGE
Here's Argagarg's Murkwood Marsh. We especially like the fireflies and fog effects. :)
NEW EFFECTS
When you get counterhit (hit out of the startup of an attack), it's now even more clear that the counterhit happened: your character flashes red in addition to the hitsparks looking different. (Last month we added special hitsparks for counterhits).
There are only a few moves that can break armor in the game: DeGrey's Tyrant Crusher (B -> B), Setsuki's Ninjaport Kick (B), Grave's ground super, and Jaina's ground super. When these moves hit a character in blue armored state, that armor breaks and the hits will really cause a hit reaction. Now, there's a visual effect and sound effect to go along with that
Here are the bug fixes that we wanted to get to you as soon as possible:
--Fixed a bug introduced last patch with performance in menus. When launching the game, there would accidentally be useless 3D cameras doing nothing that reduces fps until you reached a score screen via survival or online play. Each time you restarted the game, the fps problem would return. Now fixed.
--Two patches ago, Unity introduced a bug in their engine that caused textures to become corrupted when you change the graphics quality settings. In our game, this caused buttons to have no text on them, and million other problems until the next time you restart the app. Unity issued a fix to this, which we incorporated into our game in the August update. Unfortunately, we now know that Unity's fix failed, as it only fixed the issue when running the editor that game developers use, not the builds that players use. Now, they have claim-fixed it again, this time in builds too, and we've incorporated that fix. So you can now change your graphics quality settings in the video options menu over and over to your heart's content.
--Last patch, we increased the game speed by 8%. Pretty much everyone likes this (yay), but it did introduce some bugs in frame data. One is that all blockstun values in the entire game were set incorrectly last patch. That said, the magnitude of error was very small in most cases, and happened to be very large in the case of Argagarg's blue fish (B button projectile). Blockstun values are now correct. Also, several moves ended up with "off by one" errors that accidentally made them too good relative to how they worked before. We have manually fixed these. In other words, "daylight savings for frame data is now over."
CHARACTERS
GRAVE --Grave’s powered up big cloud (hold B while wind is blowing) now has the same 22f startup as the non-wind version, rather than accidentally being 2f faster. --Fixed a bug where doing wind summon (air C) very close to the ground could result in your B and air B moves not getting powered up during the wind. --When Grave's wind meter reaches full, there is now a sound effect that plays (suggested by a blind gamer).
JAINA --Jaina’s chest hitbox is now marked as mid rather than high in her idle, walks, turn around, block animations. This affects the look of her pose while she blocks some attacks. --Jaina’s ground super has correct hitboxes at the end, rather than missing them entirely. --Level 1 B shot has 6f hitpause now, rather than 0. During this hitpause there is now just a slight screen shake. Also, the hitstun and blockstun by are 1 less now, meaning in total it causes 5f more stun now. Not for balance reasons, more for making it feel stronger. Balance is probably ok since she was really unsafe up close anyway. --Air B freezes the opponent slightly longer on hit, for drama. --All Jaina’s flame arrow shots now make the victim turn red in “on fire” state, since it seems like getting hit by a fire attack should do that.
ROOK --Landslide (B attack) is back to -4f on block, the same as before the 8% speed increase, rather than -3f in the last patch. It was not intentional to make it -3f, and that’s a big difference since it became safe vs throws last patch. --Rook's 3 frames of pre-jump animation now look correct. They were somehow missing before. This doesn't affect gameplay, just a cleaner look.
VALERIE --Fixed a blockstun bug introduced in the last patch that caused Valerie’s air super disc to have blockstun so long that it was no longer possible to do mixups on an opponent blocking it (they would be stuck blocking it no matter what you did). Now back to the previous state where blockstun is very short, they can be mixed up, and they can do reversal attacks between the blocked hits too. --During the startup of Valerie’s air super, the skin of her knees no longer penetrates her leggings. --Her forward+A poke was accidentally +0f advantage time on block in the last patch. This was not intentional, and because that move has always been a little too spammy anyway, it now has more recovery, bringing it to -3f on block.
GEIGER --Fixed a bug from our 8% speed increase that accidentally caused Geiger’s Time Stop super to have 13f too much recovery. Now it’s back down to 7f recovery, as was intended before. --Fixed Geiger’s watch being misaligned (with his thumb sticking through it) during his win pose, yomi counter, and ground super startup. --Fixed Geiger’s watch face so it’s no longer upside down whenever we see it. Also, separate from this, Geiger’s watch face is no longer incorrectly mirrored left/right when he’s on the p2 side.
SETSUKI --B kick was accidentally made 2f too fast last patch, causing the two hits to combo much too easily. It’s now restored to its earlier combo-ability, where the two hits will combo if spaced correctly at max range, but will not just always combo no matter what. This accidental change made her way too good last patch, sorry. --Ground super now prevents meter gain for the victim during the super’s animation, as other supers do.
MIDORI --When Midori successfully parries an attack, he has always entered an “empowered” state where he glows yellow and will automatically throw at his first opportunity. Now, in addition to glowing yellow, he also visually changes stance. The new stance implies “I’m going to throw you!” so that it’s even more clear what’s going on.
--When Midori parries with C, he no longer has a glowing triangle of green on his sleeve for no reason.
LUM --Lum's ground super once again hits on the same frame he loses his invuln, rather than hit on the last frame of the invuln. This was an error that resulted from the 8% speed increase last patch. Even though this bug only shifted the hitboxes by one frame, it made a massive difference (by giving him a real reversal that ALSO summons 4 items) and was much too strong.
SURVIVAL
--Fixed a crash when going to survival character select, then to daily challenge character select, then backing out twice.
--Character select screen: fixed “vs Everyone” portrait not being disabled correctly when starting an online match during a survival game.
--After playing survival, if you didn’t get to the end, the score screen now has buttons for retry / change character / done, rather than just “done”.
--Survival score screen: the buttons (retry / change character / done) now appear more quickly than before, so you can leave this screen more quickly if you want.
--Survival score screen: If you’re in the online queue, the "searching for match" box doesn't overlap the buttons anymore.
--Survival score screen: fixed alignment of title and FantasyTag names so the left edge lines up better with the word “Survival” above them.
--Survival: All hits now whiff during the locked-inputs transition to introduce a shadow boss. This way, the player isn't forced to getting hit by a stray projectile.
--Fixed Survival round win icons when you return from an online match that previously interrupted your survival progress. They’ll now show the correct round count.
--Fixed Survival wrongly showing wins amounts for each player on HUD after playing more than 1 consecutive game.
--The first metal boss in survival 10 now gets extra moves, like all the others.
--Fixed issue where Setsuki's air super VO "I'm Gone!" was not having Shadow/Metal Boss effects applied to it when she was a Shadow/Metal Boss.
MISC
--There are now sounds for entering and leaving the matchmaking queue.
--There's a new sound for when you lock in your character choice on character select (after costume color is chosen).
--Fixed a bug with pushback against cornered opponents. Pushback was accidentally slightly too much. An example is Geiger hitting with back+A kick, then after that trying to do a 2-hit combo of A, C. Midscreen, the A did combo to C. In the corner, the pushback was too much and the C whiffed, but now it works the same in the corner too.
--The team battle character select screen now has blank portraits on each side, showing that you will be picking 3 characters each.
--Fixed a bug on the team battle character select screen that could cause the outlines for character boxes to be too large and wrongly appear multiple times.
--Fixed a bug where weapons (Grave’s sword, Valerie’s paint brush) were visible and floating in the air for no reason at the end of DeGrey and Midori's win poses.
--The frame advantage display in practice mode now shows correct numbers when the opponent is hit out of the air. It used to be totally wrong in these cases.
--Minor improvements to Grave AI. He should now block meaty attacks more often (if at all), and has a chance to super against meaties. Mostly, he should now block more often, instead of just getting hit a lot.
--Minor optimization of the Master's Dojo stage. Estimated +1 fps compared to before.
--Major optimization of the Library of Justice stage. This affects low end graphics the most. On the "low" quality setting, estimated +20 fps compared to before.
--We have disabled several visual effects on the Liar's Lair casino stage. While they looked nice, their performance cost is mysteriously high. For now, we think you'd probably rather have the stage run well, so we'll temporarily remove them until we can figure out how to optimize them better. This change gives an estimated +20fps or more on the "high" quality, with similar or possibly more gains on lower settings.
--Organized the game options menus. Moved "Game HUD" and Event Mode to the "game" tab, and added a description of what Event Mode is. Moved "show FPS" to the video tab. Added a new "online" for online options.
--In practice mode, fixed and improved many things about the frame advantage display, which is the number showing +X or -X (the number of frames you recovery before your opponent, or after). This number was incorrect in all cases when the opponent was hit out of the air, now fixed. We didn't used to show any data at all for projectiles, now projectiles also show advantage time. When two hits trade (both hit each other), the numbers used to be incorrect, but are now fixed.
Hey there Fantasy Strike fans! We recently exhibited our game at the Evolution Championship Series in Las Vegas, Nevada. With the help of the talented Esteban Martinez (@thebesteban on Twitter) we've got another great recap video of our booth and tournament. Check it out!
https://youtu.be/8ZotDA-cvbo As you can see, we had a fantastic turnout as usual and the game is looking better than ever. Sirlin made a flyer specifically to highlight all the improvements we’ve made since last Evo:
That’s a lot of new stuff! If you’ve been following along with our development, you’d know about most of these new modes and features, but it’s pretty crazy to look back at just how far we’ve come in just a year’s time. We’re getting closer and closer to the actual launch of the game, and at each showing we’re told that we’re looking more polished as the months go by.
Booth was pretty much this packed the entire weekend...
...and more packed as time went on.
Last year, we had some extra time in the booth to run two tournaments, both capped at 32 players. Juan Faria-Jones won the early tournament, and the late afternoon tournament had a fantastic grand finals of LordKnight (Prominent Anime FGC competitor) and Snake Eyez (Renowned Zangief player across multiple Street Fighter titles) with LordKnight’s Valerie play edging out Snake’s Rook.
This time, we decided to run one mega tournament at 2pm on Saturday. Before we knew it, we already had over 50 signups, and decided to cap the tournament at 64 so we wouldn’t be completely overrun (we only had 4 stations at the demo booth). Shortly after, we hit the 64-player cap and had a waitlist that would have resulted in 90 or so entrants!
Juan Faria-Jones (aka "FinalAbe") ended up winning the tournament, defending his title from last year. CIRCA Nicky took 2nd and Solacracy and Bio Billy Bones rounded out the rest of the top 4.
Here's 1st place Juan Faria-Jones and 2nd place Nicky posing with their bead sprite mains.
More about Nicky; he has been a fan of our game since he first played it last year at SoCal Regionals, competing in both of our tournaments there as well. He is one of the best Killer Instinct players and dabbles in other games like MKX, Injustice 2 and recently Tekken 7, so he’s an all-around fighting game player with lots of high-level competitive experience. He ended up winning Evo 2018’s Killer Instinct side tournament, and during his winner’s speech, he told the stream that Fantasy Strike had made him a much better KI player, and that they should all go play Fantasy Strike to practice good decision making and fundamentals. Thanks again for the endorsement, Nicky!
Here's Nicky falling in love with our game at SCR 2017.
Speaking of Killer Instinct, we decided to check in on some of the other side tournaments at Evo and found that we had more entrants for our Fantasy Strike tournament than Killer Instinct did. We applied to be an official side stage game at Evo this year but didn’t make the cut, but our tournament numbers this year give us hope that there’s a community out there that wants to see more Fantasy Strike events at major FGC events.
Here's Sirlin teaching Woolie Madden of the Super Best Friends the latest Geiger tech.
A last note about release platforms. Right now, we're available on Steam and we're coming to PS4 and Switch early in 2019. In selling Steam keys at Evo, two moments stuck out to us. One was right after some players played an insane match of Lum vs Lum (random items everywhere!), they were all laughing and Sirlin said "How many Steam keys will that be?" Known they were checkmated by how much fun they had, they bought three. A bit later, there was a player who said his computer isn't good enough to run games, so a Steam key wouldn't help him, but he loved the game so much and wanted to support it that he bought TWO keys anyway. That was pretty heart-warming.
We hope you'll all help us spread the word, help run Fantasy Strike at your own local events, and generally grow the scene. By doing that, we'll be able to afford more content and features, which we'd love to do.
Thank you to everyone who stopped by our booth at Evo!
This update to Fantasy Strike is live on Steam right now.
We turned up the speed of the game, added four survival modes and a daily challenge mode, implemented lots more facial animations, new hit sparks for counterhits (when you hit someone out of their move), and lots more polish.
FASTER GAME SPEED
Get a little pep in your step: gameplay is now 8% faster. We have been testing this for a while internally, and with our patrons, and at the Evo tournament. People liked it, so there you go!
GAME MODES
We now have multiple single-player modes, shown above. We added arcade mode's illustrated, voiced story intros and endings two months ago. Now there's survival and daily challenge as well, explained below.
SURVIVAL MODES
There are now 4 survival game modes (up from zero, before). You can pick whether you'll fight a series 20, 35, or 50 opponents, or choose 10 "cruel" opponents who are extra strong.
In the first three survival modes, the opponents come at you rapid-fire. They have less life than usual, and when you defeat them, the next one instantly jumps in to fight you with no loading time or pauses at all. Every fifth opponent is a SHADOW BOSS. They have extra life, cool looking graphics, and sometimes extra moves and special properties.
The "10 cruel opponents" option has you fight a series of METAL BOSSES. All 10 opponents have extra health, extra moves, and special properties. Can you survive it?
These modes are difficult because you only get ONE lifebar. In other words, if you lose a single round, you lose the entire mode. You'll heal 1 hit point after defeating each opponent (or two hit points per metal boss), but it's still not much margin for error.
If you get to the end of a survival mode, you'll get a crown icon under that mode, signifying your accomplishment. Can you collect all four crowns? (In the future, these crowns will be reset each season.)
DAILY CHALLENGE
This is a new mode that you can only play once per day. It's basically an endless version of survival, so get as far as you can. At the end, the score screen will tell you how well you did compared to everyone else who tried the mode in the last 24 hours. If you do really well or really badly, then you should probably post that on Twitter.
Facial Animations We've added new facial animations to all characters except Grave and Jaina, who got lots of facial animation in last month's patch. This is most visible when they perform supers and yomi counters.
CHARACTERS
GRAVE --Grave's charged fireball shows "KD~20" for hitstun, rather than just "KD", because it changes hit type throughout the move. (It knocks down during the first frame, then changes to grounded-push with 20 frames of hitstun.)
JAINA --Removed a stray hitbox during her knee that was way at the top of the screen. --Air C flame arrow has 6f landing recovery (rather than 2f like before) so that Rook has a better chance to Earthquake her. --Fixed an animation glitch with air C that caused jaina to flicker briefly to a wrong position if she did the move while jumping back or forward (rather than straight up). This fix doesn’t affect gameplay, and just makes the air C animation look more correct at the end. --After hitting with her ground super, the very end of her animation no longer instantly pops from her crouching to standing.
ROOK --All his air moves are now upgraded to our new hitbox system. Also, his ground f+A kick was only halfway updated last time, and is now fully implemented in the new system too. --The “earthquake” voice line during air C is said earlier in the move now so the timing makes more sense. --Air C has slightly more recovery. In reviewing past builds, it seems to have been accidentally 2f shorter than we intended. --Rook now has special sounds when he’s knocked down, which sound more rock-like. --ALL of Rook's animations have been updated with new technical settings in our backend. They all look the same, generally, but this process fixed various small compression errors, cases of animations not perfectly lining up with each other, and cases where he slightly floated or wobbled here and there. These are mostly not things you'd consciously notice, but he might feel more "solid" overall now.
VALERIE --Graphics for the B, B, f+B “yellow” attack now show the yellow paint trail lasting longer, to better convey how the hitbox works. --Paint trail for neutral A is now aligned a bit better with the brush. --Ground C rainbow now has less pushback, so that it works like it did a few months ago. Now (like back then), making Rook block B,B,C usually leaves you inside his throw range. --All of Valerie’s moves are now upgraded to the our new hitboxes system. (Developer’s note: this takes an incredibly long time, we hope you enjoy the intangibly more solid feel it all has, or maybe you won’t notice). Some attacks are slightly stronger or weaker, but not for balance reason, just for the sake of hitboxes making more sense overall. For example:
--air C no longer crosses up and hits later rather than before the paintbrush really touches you. --B,B, neutral+B (or A, then neutral+B) no longer has a hitbox way behind her for no reason. Also, the hitbox of her actual attack in front of her extends farther forward, to where it looks like it would be. --The attack boxes for B,B now extend farther than before to better match the graphics (this is the most significant change gameplay-wise). --The first hit of Jump A is not longer as good as a crossup. --The second hit of ground A,A hits how it used to, but in addition to that, is capable of hitting a bit higher up so you could conceivably use it as anti-air if you managed to time the second hit correctly.
SETSUKI --The first hit of her B teleport dash now has new visual effects that tell you it’s a hit at all, and it is now vulnerable during the 7f during which that first hit is active, rather than totally invulnerable. (The periods where she’s invisible before and after the first hit are still totally invulnerable.) This move being a completely invulnerable hit has been a little too noob-crushing and is often pretty hard to counter at the expert level either with some characters, so this gives it some counter-play. It is still very good, and a bit more readable what’s happening. --The recovery of her hold-B throw whiff no longer slides around for no reason. --Setsuki’s pushboxes are wider during idle, walks, blocks so that at point blank, Grave’s B and f+A do not miss her by hitting past her.
GEIGER --Better-looking animation for neutral A punch (no gameplay change). --During the Time Stop super, Geiger no longer becomes vulnerable 2f before the cinematic ends. (He's still vulnerable during the short recovery after it ends.)
DEGREY --The ghost no longer destroys Argagarg’s air super fish or Geiger’s air super gear (because it looked stupid). --The very end of his win pose no longer has a camera-wobble. --The frame data display for DeGrey's counter-hit bA (ground punch) in practice mode now says "KD" instead of "+4c" in the case where it counter-hits because on counter-hit, the move really does knock down. --When you highlight DeGrey on the arcade or casual online character select screen, the lower left corner of the screen no longer shows part of the ghost’s dress for no reason. --Fixed up the animation for neutral A punch so that it doesn’t slide, float, or wobble.
MIDORI --The very end of the Dragon’s win pose no longer has a camera-wobble. --In practice mode, fixed a bug that caused Dragon Form to instantly end when you went into it. --Temporary fix to Dragon’s C grab pushboxes so that the move doesn’t whiff vs idle Geiger. These hitboxes will all be replaced for real later. --New Dragon voice over for "Dragonbuster!" and "Talon Swoop!". More intense.
ARGAGARG --Back+A punch, startup reduced 7f -> 5f so he has a better chance of hitting Setsuki’s divekicks. --The very end of his win pose no longer has a camera-wobble. --Goldfish (C then C) now has a sound effect. --Polished numerous reaction animations for Argagarg specifically. That is, when Argagarg reacts to getting hit by various cinematic moves, such as supers, yomi counters, and throws, he now looks and moves better.
STAGES
--Fixed an issue on the left side of the Fox’s Den stage where some moves (such as the Dragon’s air C or ground C toward the left) that move the camera would show a large black object blocking part of the scene. --Added environmental sounds to Tavern, Fox’s Den, and Wall of Truth stages.
MISC
--When you get a counterhit (hit the opponent out of the startup of their move), the hit sparks are now different looking and reddish, so you can better tell that the counterhit happened. This video shows two normal hits (yellow sparks), followed by two counterhits (bigger, orange sparks):
--In the menus, characters appear with a visual effect of whitish light rather than instantly appearing (for example, when you highlight different characters on the arcade mode character select screen).
--Main menu has a link to our discord chat (now that we finally have a human-readable URL for it.)
--Incorporated Unity's fix to controllers on Mac. Last month, Unity broke all functionality of using game controllers on the Mac OS version of the engine, and that problem is now fixed.
--Incorporated Unity's fix to changing graphics quality settings. Last month, Unity introduced a new bug in their engine that caused graphics to become corrupted whenever users changed the graphics quality settings in-game, and that problem is now fixed.
--Fixed an issue on some graphics hardware that caused horizontal black lines to appear sometimes, especially when the camera moves to different angles (during supers, yomi counters, etc). We are unsure if there is a performance hit or not for this change. To test it, go to options -> debug options, then change the setting for "ambient occlusion downsample". If that is set to "always off" the issue of the horizontal lines should be fixed. If you set it to "always on," check if you get better fps and please report this to us. An intermediate setting is "off (cinematics only)" which means during cinematics (whenever the camera moves its angle) then the problem of stray lines is fixed, but during the regular gameplay cam you might still see this artifact sometimes. We're very interested in hearing how these settings affect you.
--When you face Lum in arcade mode, it’s now on the Liar’s Lair stage.
--Fixed a bug in online matches that could give you the wrong opponent if you were in the matchmaking queue and then did a friend challenge.
--Fixed an off-by-1f error in the frame advantage display for moves that secretly contain multiple animation files, such as Midori ground B, Dragon ground B, and Lum ground B.
--In the tutorial, it’s no longer possible to “kill” Midori with throws during the block damage task.
--In keyboard mode, on the arcade and quickmatch character select screen, the “costume” button no longer has a stray outline and now works correctly in mouseover state.
--Fixed a bug where the “searching for opponent” box that appears on the bottom of the screen during gameplay (while you’re in the online queue) would wrongly stay on the screen in menus. In menus, there’s a different “searching for opponent” box at the top, and the game was wrongly showing both at once.
--Removed the swords icon from "You have X friend requests" notification. (The swords are only for a challenge to play, not for friend requests.)
--Fixed a bug where the game showed the wrong costume colors for your character if you played a character online, then happened to see that same character on the next time you went to the main menu.
--Fixed a bug that caused the lighting on characters to pop to a slightly wrong state during cinematics on some stages. For example, Geiger's Time Stop super on the Tavern stage showed this wrong lighting during the startup of the super, but is now fixed.
This update to Fantasy Strike is live on Steam right now.
We have an exciting update this month for explaining how the game works! Here are a few highlights:
An interactive tutorial that teaches the basic workings of the game.
Tutorial videos for every character are in the game itself.
A new stage.
Better performance on Mac computers.
A lot of bug fixes and bits of polish added here and there.
INTERACTIVE TUTORIAL
The tutorial explains the basics, so if you've never played a fighting game before, you will learn what's going on.
If you're familiar with fighting games, the tutorial is still helpful because it explains things unique to Fantasy Strike, such as how block damage works, how yomi counters work, and details of some of Grave's moves like the interaction between his wind and other moves.
The tutorial is short, only 5 minutes to complete it.
It's all action. The first moment it starts, you can immediately move your character. There is no loading time during the tutorial to reach other sections; it all flows continuously.
TUTORIAL VIDEOS
All characters now have "spotlight videos" in the game itself. These videos explain the workings of the moves and tips on how to play them all. There's a lot of nuances you might not realize about Fantasy Strike, so these videos help you get a bit deeper into the game.
We went out of our way to make an exciting screen to display all these videos. It's as if you're using a video streaming service and each character has their own tv show.
The videos themselves show old, out-of-date graphics. We know this and we plan to replace all video footage with final graphics just before release. The actual information should be correct still. If you find any information that's out of date in these videos, please let us know about it in the forums (bug report section would be best), so that we can fix that when we update all the graphics.
NEW STAGE
Lum is a champion of the card game Pandante, and is a well-known patron of the Liar's Lair casino. The Liar's Lair is also featured on one of the cards in the human version of the game.
Mac Performance
The Mac version of the game now uses Apple's "Metal" API. You might experience better performance overall on Macs.
CHARACTERS
GRAVE --Grave now has facial animation on his moves, most noticeable during his yomi counter. --Grave’s yomi counter against an opponent with flashing life from block damage now preserves that flashing life on the next hit point, as all other yomi counters do.
JAINA --Jaina now has facial animation on all her moves, most noticeable during her ground super. --Air C flame arrow falls 10f sooner so that her “f+A (knee), air C” loop has a bigger gap if you do it over and over. While it is intentional that her divekick, knee, and air C can be used as rushdown tools to give her a secondary plan apart from zoning, the timing of this loop made it a little too solid as a rushdown tool before. --Knee’s hitbox extends down more so that it doesn’t whiff against Setsuki so much. That’s a bug fix rather than a “buff”, and has the counter-intuitive consequence that it’s actually slightly nerfed on block in some situations. The hitbox extending lower means it’s more likely to hit on the way up, rather than the way down, meaning Jaina will less often end up plus on block than before. --Back+A kick recovers 1f sooner. When you block Grave’s sword, this kick is your only way to punish him at most ranges, but when you hit him with it, he could hit you back with his super. The kick being 1f less recovery prevents Grave from punishing her on hit. --After hitting with Jaina's ground super, at the end the sound effect of the victim landing is now timed correctly. --The ground recovery animation after doing an air B shot has been updated for smoothness of visuals, no gameplay change. --Jaina no longer slightly wobbles up and down during her ground B shot, and her front foot no longer slides back incorrectly at the end. This same fix might remove small errors in this animation as well.
ROOK --Fixed bug with Rook’s air C that was knocking the victim down a few frames before it landed. Knocks down 4f later now, to match last patch’s change of making it hang in the air 4f longer. Also, the last 4f before it lands were missing hitboxes last patch, now they are restored. --Upgraded all of Rook’s ground moves to use our new hitbox system.
VALERIE --Valerie’s ground super on hit or block (but not on whiff) used to have the recovery completely invulnerable for no reason. Now, the final hit of her super has some invulnerability whether it hits, is blocked, or whiff, and that invulnerability is marked with a white highlight and does not span the entire recovery.
SETSUKI --Fixed a bug introduced last patch that caused Setsuki’s air super not to turn her invisible anymore after a successful parry. Now she does turn invisible. --Fixed a different bug with the air super that was not correctly pausing the opponent during the cinematic after a successful parry. --The last few frames of Setsuki's C->C ground recovery is no longer missing vulnerable hitboxes for no reason.
GEIGER --Fixed the animation smear on his f+A poke so that the smear isn’t behind him for a few frames anymore. --Air C now has voice for “Drop Gear” --On the character select screen, when you pick Geiger, his watch now shows up as it’s supposed to, rather than being accidentally invisible. --Geiger no longer slightly floats up and down at the end of all his animations while standing. This same fix might remove small errors in all his animations as well. --Hold B (delayed Time Spiral) has a new visual effect for the time distortion.
DEGREY --When DeGrey does a second Tyrant Crusher (B -> B) in a single combo, he says “Truth” for the first one and “Justice” for the second one. --The last few frames of DeGrey's A,A second punch are no longer missing vulnerable hitboxes for no reason.
MIDORI --Midori no longer slightly floats up and down at the end of all his animations while standing. This same fix might remove small errors in all his animations as well.
LUM --Improved the alignment of yellow highlights on Lum’s hands and feet during air B.
ARGAGARG --f+A really set to 12f startup now (4f faster than before so that it usually can punish a blocked Setsuki B kick). --When Argagarg has Bubble Shield up, the bubble will now correctly follow his position during various cinematics. For example, it’s now in the right place during his yomi counter animation, when Rook throws him a normal / special / super throw, etc. (This has no gameplay effect.) --Using the B+C macro to pop the bubble, rather than pressing S, now works correctly. Before, it could accidentally allow the summon of a new bubble (if your super meter was full) rather than pop the current bubble. Also, the B+C command now has the same few frames of leeway as all other macro commands, rather than accidentally requiring frame-perfect timing. --Fixed Argagarg's winpose causing an animation-freeze on his opponent for a while on rematch. --When Argagarg is reacts to getting hit, such as by yomi counters, supers, throws, etc, he used to have a technical error that caused his mouth to fold up into his head. This is now fixed in all his reaction animations.
Known Bugs
We had to upgrade the Unity game engine to a newer version, and the engine itself has these two bugs. We're very sorry, but we must wait for Unity to fix them, as they are problems with the game engine itself, rather than our game code.
Game controllers no longer work at all on Macs (just keyboard controls work).
When you change the graphic quality settings in the video options between "High" and "Medium" or change it between "Low and Lowest," the graphics may become corrupted, and you'll have to restart the program to return to correct-looking graphics at your new quality setting.
We will do another update as soon as we can once Unity has fixed these problems.
MISC POLISH AND BUG FIXES
--When you block an attack that can deal block damage (cause your life chunk to flash), the block spark now looks different. When you block an attack that actually causes you to lose a hit point from block damage, the block spark looks even more different and there is a now a sound effect for this kind of damage. Here's what it looks like:
--In practice mode, your super meter now refills much faster after you use it. Also, the refill is now fills up the meter in a continuous way, rather than filling it up slowly to about 15% then suddenly jumping it to 100%.
--When you have Event Mode on, it now says "Event Mode" in the lower right corner. Event mode is accessible (to turn on or off) in the options menu under the debug tab. It's for running live events and makes the top item in the main menu be local play, instead of online play, and online play is removed while in Event Mode. It also adds a "demo" option to the main menu, where the CPU fights itself so that people walking by can see the game in action.
--Story art in arcade mode: Added visual effects to the swamp in Argagarg’s intro.
--Story art in arcade mode: Added paint splotch effects to Valerie’s intro, third scene.
--All sounds now play in full stereo rather than “partial stereo” whenever the camera changes angles. That includes the startups of super moves, victory poses, yomi counters, etc.
--Fixed an issue with the “fullscreen” option in video settings. Before, on 16:10 monitors it would fail to offer any resolution choices other than 640x480.
--Fixed a rare crash that could happen during rollbacks online.
--When you login, if you have more than one friend request pending, you no longer get a separate notification for each one, one-by-one. Instead you just get one message (with no sound) telling you that you have 37 friend requests, or whatever.
--If you’re not a Steam friend with a user, but you are a friend in-game with them, it is not possible to message them through steam. In this case, we no longer have the “message” option in the dropdown box when you click on them. Before, that option would lead to a buggy, useless Steam message to “unknown user.”
--When you click on any user’s name anywhere in the friends list (such as in the “friends” tab, recent opponents, friend search results, etc) you now have the option to see their Steam profile in the dropdown menu. If you want to message them, you can add them as a Steam friend through Steam’s U and then do so.
--Fixed a spectator bug that would occasionally give you a black screen instead of actually spectating if a player was Midori.
--Spectators can no longer click any buttons on the rematch screen.
--Fixed a bug that caused your character to attack the wrong direction if after you get crossed up if your move happened immediately after your blockstun ended.
--Fixed a bug during the first frame of super flashes (where the game briefly pauses) that used to allow the opponent’s character to sometimes do a move at full speed during this pause.
--When you accept a friend request, the pause menu no longer wrongly still shows that you have that request waiting.
--Environmental sounds for each stage no longer wrongly play during the vs screen before a match. They now start playing when you actually see the stage, after the vs screen is finished.
--In arcade mode, CPU DeGrey now appears on the Library of Justice stage.
--Library of Justice stage: visual effects such as Grave’s cloud projectile are no longer overly dark on this stage.
--Snowy Mountains stage: slight improvement to how the stage looks when shown at odd angles during win poses.
--On the button config screen, if you're using a controller and have a game function highlighted such that hitting the circle button will set that function to be circle, the help text at the bottom no longer wrongly says that pressing circle will back out of the screen.
Hey there fans! It's come to our attention that many of you who purchased the game in the past few days have not been able to use the Quick Match feature to find online matches. This was due to an internal server error that has since been fixed.
We're very sorry for the mixup, and we apologize to the many new players who picked up the game during the Steam Summer Sale only to find they couldn't play online! Please try again; everything should work as intended now.
Thanks to the players who reported this issue to us in Steam/Discord. As always, the best place to get in contact with our dev team is through our Discord server, found here.
Game Director David Sirlin talks about the simple, one-click method of challenging someone to play Fantasy Strike as well as the new one-click feature to watch friends play online.
Our friends over at opnoobs are running an online Fantasy Strike event on July 7th. It's free to enter, and you'll be able to win prizes for competing! It'll be a streamed event with live commentary, too. It's actually two tournaments run simultaneously; one North American bracket and one European bracket.
E4i stands for ESPORTS 4INDIE and is the competitive division of the talent community known as The Overpowered Noobs, found at http://www.opnoobs.com.
Basic Overview -Tournament begins at 7:00pm GMT (here's a WorldTimeBuddy link to help you figure out what time it begins in your time zone) -Free entry! -Two 32-player brackets, one North American and one European (start times will slightly vary depending on player region; will keep you informed about exact start time) -Double Elimination -Team Battle ((this mode requires picking 3 different characters and is best 3 out of 5 games) -Registration is open from now (June 20th) until June 27th, or until all slots are filled -After that, you can sign up for "The Bench", giving you a chance at a tournament spot in case a player does not confirm their spot or "no shows" on the day of the tournament -Prizes are still TBD
The full list of tournament rules and regulations can be found here, and you can register for the tournament here with your FantasyTag and email address.
We're capping each tournament at 32 players as sort of a stress-test for future online events. Hopefully if this one is run well, we can run even larger tournaments in the future, and open it up to more regions. Even if you aren't playing, come hang out in the Twitch chat on July 7th and cheer for our competitors.
This update to Fantasy Strike is live on Steam right now.
We have a big update this month! Here are a few highlights:
There are now story sequences (intros and endings) for all characters in arcade mode.
There's a new spectator mode that works in a magically simple way.
You now have options to manage who you face in quickmatch.
There's a new username system of FantasyTags.
A new stage.
Balance changes, including a revamped Bubble Shield for Argagarg.
STORY
In arcade mode, all 10 characters now have illustrated, voiced intros and endings. We went the extra mile on these and created sound effects, music, motion graphics, and visual effects to make them come to life even more.
Here’s a couple samples of how they look!
SPECTATOR MODE
You can now watch games other players are playing. As a reminder, if you want to PLAY AGAINST another player, simply go to your friends list (tab key is the shortcut on keyboard) and click the crossed swords button next to any friend to challenge them, like this:
The new feature is that if they are already playing (so they aren't challengable) then the crossed swords icon becomes an eyeball icon. Click that and you'll begin watching, like this:
When you're watching a friend, you'll automatically follow them across many games. They might be playing a friend match against one of their friends, then switch to a friend match against another friend, then they might get in the quickmatch queue to play random opponents. After you click the eyeball icon to watch them, you don't need to take any further action to automatically watch ALL those games. You'll continue watching their games until you leave spectator mode, or until your friend kicks you from the mode or logs off.
Note that if you happen to try to start spectating in the middle of a round, you'll have to wait a few seconds until the start of the next round (not the next "game", we just mean a "round"). This is a very short wait because rounds are fast in Fantasy Strike.
Another detail of the spectator system is that you can also invite your friends to watch you. For example, you might challenge a friend, then while you're on the character select screen before the gameplay starts, you might send an invite-to-watch to another friend. They accept, then you pick your character and start playing. To invite a friend to watch, just click on their name in your friends list and choose that option from the dropdown menu.
ONLINE OPPONENT MANAGEMENT
We’ve implemented two features to help you choose which opponents you’ll face in quickmatch online.
Near My Skill
First, you can now choose to only get opponents “near my skill” (new option) or “any opponents” (the only choice, previously). If you choose “any opponents”, then just like before, it will try to give you the best possible match. That means the best combination of connection quality and skill match that is available. It’s possible that the best skill match is vastly more or less skilled than you if not enough opponents are online. If you choose “near my skill” then it’s the same process, except that opponents very high above or below your skill are not even possible matches.
Please bear with us that we had to reset our skill level (and XP level) data last week, so it will take a little bit of time before the “near my skill” results get more accurate. Soon though!
Avoided Players
Next, we’ve implemented a new “avoided players” feature. This allows you to avoid getting matched with particular players in quickmatch. In your friends list (press tab to get to it quickly), you can now click on any player to mark them as avoided. This includes your “recent players” list of players who are not set as friends. Your friends list has a new “avoided” tab. From there you can see which players you have set to avoid, and you can stop avoiding them there too.
FANTASY TAGS
In preparation for cross-platform play, we no longer use Steam names in-game. Instead, when you first try to play online or access your friends list, you’ll be prompted to enter your new “FantasyTag”. This is a unique identifier across platforms. It means that you can add friends by FantasyTag without even having to know which platform they are on. (Note that the only platform right now is Steam, this is just preparing for the future.)
IMPORTANT: You cannot change your FantasyTag once you choose it. At least, for now. We plan to later add (in a few months) a feature that lets you change it one time for free, and then the option to pay to change it after that. The intent is that you don’t change it, so it’s easier to tell who is who.
Choosing a FantasyTag
--FantasyTags must be between 3 and 16 characters. --Must start with a letter. --Accented characters are allowed. --Numbers are allowed. --Mixed capitals are allowed, barely (eg: HaMMerPanTs) --No symbols are allowed except for spaces, hypens, underscores, and apostrophes. --Any space used must be followed by a letter.
Also, names should not be associated with hate speech, discrimination, or religion. They should not be obscene, impersonate Sirlin Games staff or other players, or be harassing, threatening, or disruptive to the community. So please use common sense and stay positive.
When you try to “add friend” from the in-game friends list (press tab on keyboard for a shortcut to it), you will no longer be shown Steam’s UI. Instead, in our own UI you can type a friends FantasyTag. We then show you search results for various names close to the one you typed. Just click on the one you want to add as a friend.
NEW STAGE
DeGrey’s Library of Justice stage is now available. He has a couple paintings with red marks on them. Who are they and what’s going on there?
CHARACTERS
JAINA --Knee (forward+A), the last 2f of active frames are now recovery frames. --Ground super is 2f faster, 0+24f -> 0+22f (0 frames before the super flash, 22 frames after) --Upgraded all Jaina’s moves to our new hitbox system. --Adjusted animation smear on back+A kick so that it no longer smears during the recovery.
ROOK --Fixed a bug with air C that caused Geiger and Argagarg to get up too quickly when they get knocked down by this move. --Air C hangs in the air 4f longer before falling, but also recovers 4f faster after it touches the ground. This is to make it a little easier to jump and counter if you know it’s coming. It also allows Rook to act 4f sooner relative the opponent if they get knocked down by air C, compared to last month’s patch. (Well, against Geiger and Argagarg, Rook can act 4f sooner + another 13f or so because of the bug-fix above, which was unrelated to any intentional balance change.)
GEIGER --Changed the animation for forward+A poke to look cooler and more like his Yomi card. No gameplay change.
DEGREY --Fixed a hitbox bug that caused DeGrey’s B->A (Daggerfall Thrust) punch to always miss vs a ghost-grabbed opponent.
MIDORI --Dragon Form’s jump A. The second hit no longer has a huge hitbox extending way below his body. We adjusted these hitboxes when we added animation smears, but somehow a very large crazy hitbox got in the mix. Rolling that back, but this move is still very high priority. --Human Form’s jump forward A. Upgraded this move to our new hitbox system. Priority is lower than before but still good.
ARGAGARG --Switched the commands for neutral A and back+A. Before, the faster anti-air options was on neutral, but now it’s on back+A so that it’s easier to block, then do that move at the last moment. --Back+A (the fast anti-air) is now active to hit 1f sooner (same total number of frames). --Neutral A (the long range diagonal anti-air) can now be cancelled to B and C specials on hit or block. --Forward+A (long range punch) has 4f faster startup, 16f -> 12f. This is specifically so it can punish a blocked Setsuki B kick at most ranges. --Bubble Shield (ground super) no longer pops automatically when you block. Now, you pop it manually whenever you want (while you’re on the ground) by pressing S again. You can do this when you are in neutral state (just standing there or walking) or in blockstun. Note that while it’s popping, you can walk forward and the hitting zone of it moves forward with you. --Bubble Shield no longer shifts between small bubbles and the large bubble surrounding Argagarg. Now it’s always the large bubble. Before, the small bubbles tried to communicate that Bubble Shield did nothing when he wasn’t blocking, but now it’s cleaner to always keep it the big bubble and always allow it to pop when you press S. --When you activate Bubble Shield then do air C, you can still press C again to get the super pop in the air. Now, you can also press S to do that same super pop. Also, after the air super pop, you can now do another air move before you land. It’s now possible to, for example, hit with air super pop then combo with air A before you land. --Fixed a small graphical error where Argagarg’s skin would clip through part of his pants on his hips.
MISC
--The connection quality indicator during online matches was accidentally hidden last patch, is now back to displaying properly.
--Converted hitboxes for all characters’ idle animations, walks, and blocks (except Grave, which was done previously) to our newer system. While this doesn’t change that much from a player’s perspective, it makes attacks vs these states more precise. The hitboxes generally match the art well and they don’t bounce around during animations. They have straight, stable lines. This fixes various 1% edge cases that were buggy and would randomly causes some hits to miss before. Examples are Geiger’s neutral A punch vs Rook (who is blocking) and DeGrey’s B->A Daggerfall Thrust vs Midori who had the glowing yellow throw state (and who was standing still in idle pose). Both of these missed before due to irregularities in hitboxes, but both now hit as intended. Hit detection might feel a bit more solid now.
--Landing recovery for empty jumps (meaning you didn’t do an air attack) changed from 1f -> 0f, and landing recovery for all moves that used to have 1f -> 2f. This is experimental. It means that jumping and not doing any move has some slight advantage, as it usually does in fighting games.
--Fixed (we think?) an occasional crash that could occur during online play, that showed a “GGPO assertion” error. It was when a player received UDP packets out of order, we were not handling the older packets correctly.
--When you get a draw game, the rematch screen now says “DRAW GAME!” instead of “D G !”
--Hitsparks now appear in more accurate locations. Though it sounds like a small thing, it really helps the hits look better. Before, there were too many cases where the spark would appear strangely far away from the point of impact.
This update to Fantasy Strike is live on Steam right now.
The most exciting part of the update this month is our new "animation smear" visual effects which appear throughout the game. Here's some examples of the animation smears:
We also improved the graphics for Valerie's "Wall of Truth" stage, did several minor balance changes, and fixed loads of bugs.
CHARACTERS
GRAVE --Fixed a bug that caused Grave’s hair to sometimes become frozen in a weird state and that also caused the dark cloth around his hips to wrongly go inside his body during his sweep and during his practice routine after online games. ---Fixed Grave's yomi counter, when used as the killing blow, to no longer have the victim fly in the opposite direction that he hit them.
JAINA --Added fire effects to her bow string during her intro at the start of a fight.
ROOK --Air C (Earthquake) no longer clears Argagarg’s bubble shield or poison, Midori’s parry-empowered state, or Setsuki's air super's invisibility. --Air C (Earthquake) followed by ground C throw no longer causes the victim to be knocked down 10f too long. --Air C (Earthquake) has 13f more recovery. This is so predicting an earthquake gives you more opportunity to punish Rook, especially with Argagarg.
VALERIE --Air super (Rainbow Disc) duration down 3.8s -> 3.0s. Blockstun way down from 22f -> 5f. Pushback on block and on hit is much higher now. It now knocks down on hit.
Notes: The disc is no longer a true blockstring between hits of itself, so opponents blocking the disc can now actually be crossed up and hit for real if they block wrong, and it also means opponents can do reversal attacks between the hits of the disc. Valerie can mix them up even harder now, but they have a lot more counterplay so she has to be careful. Because she has a lot more chance to hit them for real after they start blocking the disc, it knocks down now to prevent her from getting 6 damage combos all the time. Also, her old method of getting 2 full points of damage on block doesn’t work so well anymore because the pushback is now enough that they have a chance to do something during it all.
SETSUKI --Her C -> C version of flying fox has 6f more landing recovery. If you want really great frame advantage after her C, use A (divekick) instead. If you’re using C -> C, that should be to hit jumpers, so it shouldn’t also be so safe on block. --The first hit of her B has 1f less blockstun. This allows Argagarg to block it, then hit her with his neutral A if she goes for the special throw by holding B. --Fixed Setsuki's air super causing a "frozen physics" bad state on the opponent during the final teleport part.
DEGREY --Changed ghost colors for slots 4, 5, and 6 so they don’t look quite so similar to ghosts in the other color slots.
MIDORI --When he parries a strike with C, the strike he automatically does is now highlighted white to show that it’s invulnerable. No change in functionality, just more clear what’s happening now. --Fixed Midori's B and air B hitting on their final frame so that they actually play out their on-hit recovery move, rather than recovering instantly.
DRAGON --Ground C throw sped up, startup frames 29 -> 24. --Dragon’s jump is now faster and travels farther (pretty significant). --Air C (Talon Swoop) no longer grabs opponents who are in the air (to compensate for the increased power mentioned above). --Air C (Talon Swoop) pushboxes slightly adjusted as a temporary fix. Two patches ago introduced a new problem that caused the pushboxes on this move to sometimes push the opponent away rather than actually grab them. This is now solved, but will be slightly adjusted again when we do a more complete pass on his hitboxes. --Fixed Dragon's B and air B hitting on their final frame so that they actually play out their on-hit recovery move, rather than recovering instantly.
LUM --Dice have 1hp instead of 2hp. Though it was intended before that they take 2 hits for the opponent to knock them away, it was never intended that they had 2 hit points vs projectiles. Somehow we never noticed until recently. We’ll roll back to the earlier 1hp dice, they are still good enough to use. --On the 2p side of the character select screen, Lum is no longer too big relative to when he’s on the p1 side. --Lum’s glasses are no longer too low on his face, halfway inside his head. --Whiffed throws no longer "hit" Lum's own dice. --Fixed Lum's B hitting on its final frame so that it actually plays out its on-hit recovery move, rather than recovering instantly.
ARGAGARG --Fixed Argagarg incorrectly being able to do air A (whiffed), B+C super. He could not do not air A (whiffed), then press S to get super, he could only do this during the macro command, which was a bug. --Added sound effects to his practice routine (what you see after playing an online game in quickmatch). --Bubble shield, then air C bubble pop now has far fewer active frames. It’s still very good, but before the hitbox lasted too long after the graphics were gone, so it was confusing. --Fixed a minor graphical problem with Argagarg’s chest that caused parts of it to appear black accidentally. --Taking damage from poison no longer clears another Argagarg’s bubble shield or poison, Midori’s parry-empowered state, or Setsuki's air super's invisibility. --His back+A punch has a slightly lower hitbox at the start so that it no longer whiffs vs grounded Setsuki or Valerie.
STAGES
--Valerie's Wall of Truth. Pretty significantly changed the look of this stage. Increased the texture resolution of the mural to fix compression artifacts on it. Moved wall closer to the characters. Changed perspective of the floor so the wall itself takes up more vertical space on the screen than the floor. Adjusted contrast and color composition of the stage so that it doesn’t have bright white, blown out areas. This helps the characters pop off the background more and just looks better anyway.
MISC
--Changed the flow of selecting a character with keyboard in Quickmatch and Arcade. Now, you can select both the character and costume color by only using keyboard and not having to use the mouse. --On the friends list (tab to get to it quickly), you can now "add friend" using just the keyboard, without needing to use the mouse. Also, you can use this button at all in controller mode now. --Fixed the bad highlight state (like Rook having the "armored" blue outline) on the last frame of win poses after online quickmatch games. --Fixed a desync that could occur during some win poses during online play. --Improved the handling of Xbox One controllers. When you hold two buttons on the main menu to set them up, it’s no longer difficult to set the trigger buttons. --Announcer now says the character name when you pick them. --Slightly adjusted positions of characters on the 2p character select screen. --Fixed air recoveries to allow reversal moves consistently, instead of sometimes allowing them and sometimes not, depending on the height of the air recovery. (Here a “reversal move” means a move done at the first possible moment after your air recovery ends.) --Fixed projectile clashes so that P1's projectile doesn't also hit P2's character on the same frame it gets negated by P2's projectile. Now the projectiles just negate each other, without also hitting the characters. This fixes some bad clash interactions that would favor P1, mostly melee range same-frame mirror projectiles. --Fixed the languages dropdown not correctly updating its base button's text when you change the language. --Fixed a crash in the friends screen when dealing with non-Steam recent players. --Summoning the friends screen with the Tab key now pauses gameplay in offline games. --Fixed a bug that caused a flicker of a background stage to be shown just before the score screen after online games. --Many more small bugs in menus were fixed.
FRAME DATA DISPLAY
We fixed many things on the frame data display in practice mode:
--Fixed air supers from accidentally counting the entire cinematic as extra recovery frames --Fixed recovery-only moves being displayed as "0 / NA / 0", they're now displayed as "0 / NA / <frames>" (ex: Dragon air C landing, Lum B on-hit and on-block, Valerie B-retreat) --Fixed cinematic supers from accidentally counting the cinematic on-hit duration when calculating the frame advantage on block (Grave S, Setsuki S, Valerie S) --Fixed several "follow-up" moves so that we actually see their frame data (Lum B on-hit / on-block, Arg air C landing, Setsuki C landing, Valerie S final hit, Valerie B-retreat) --Fixed Lum air B's recovery frames display showing way too high values (the hits were out of order) --Fixed Rook air C's on-block frame advantage display.