As you might have noticed, TFH hasn’t hit the expected 1.0 milestone yet.
Due to the same row of heavy "RL" reasons mentioned before, (the details of which you don't really want to hear, but include some really heavy RL issues for some of our Devs), we continue to be down three people in our development team for long periods of time.
We've attempted to patch part of these holes by putting out a call for a pixel artist to cover the major delay on story mode (art placeholders), but we've yet to hire one. We've got a couple of people who applied to us whose stuff we've really liked, but which haven't yet replied to our e-mails. Applicants, if you're reading this, please check your inbox and spam folders! We might be trying to contact you. All of this is putting the story mode on hold for far longer than we expected and far more than what we’d have liked. Hopefully we can steer that particular situation back on track soon, as the hiring of said artist would help us finish the remaining elements needed AND free other people to work on additional things we’ve been holding down the priority list for some time.
That said, the remainder of the team has still been working hard these past few weeks, as we strive to get those features which do not require our MIA developers to get completed working and out of the gate.
You might have already seen a couple of glimpses of the upcoming features here and there in Beta and Anu's worklogs in the official forums, but here's a slightly more detailed breakdown of what’s coming to TFH in the near-immediate future.
Tutorials
We've been working hard to supply Oleander with the time and the crayons to teach you how to fight, and building the framework that’ll allow us to create and easily iterate on lessons across many fighting game concepts, with some light target practice and obstacle courses to reinforce all you have learned.
Soon, we will have standard matchmaking features to pair up similarly skilled players with a more ‘competitive’ scoring system. In addition, a casual levelling system that is always active as you play online (ranked or not) will provide unlockable hats and palettes at certain milestones. Performance within each match, fighting against tougher opponents and other challenges provide xp bonuses to push you even further!
We wish to keep most of this stuff a surprise, but we're pretty excited for this release. In addition to the PvE element, we've added more cooperative play to unlock hats and intercept predators. We're also putting in some interesting little items to make dungeon fights more stylish and silly.
Character Intros/Outros
Characters will no longer stand still while the fightin’ starts happenin’ - New animations for Intros/Outros are coming to the game.
In addition to the things mentioned above, we’d like to apologize for the breakdown in general communications; we’ve been active and communicating with the playerbase through a couple of the discord community channels, as well as pulling some of the most active people in the game for gathering feedback on these new features and on the already existing ones. Discord has been really helpful for quick, direct feedback and feature implementation, but has given off a perception of silence to the general public. As things are now closer to their initial public iteration, we’re going to be posting more often to the general community via our official forums, the social media places and the Steam community forums.
As always, we’d like to thank you guys for continuing to stick with us through the rough patches.
Early Access patch 7: Ev'rybody Dance Now! Edition
(Da da da da da da da da da)
Hotfix 11-5-18.a
Tianhuo
Can't cancel launcher into flight on block (whups)
Be sure to update and verify your files again. If you fight someone and one of you isn't updated, your fight may desync.
----
The patch (5/11/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.
This is a rather hefty patch as it includes a ton of changes and fixes to some long standing bugs. As the gameplay has been given time to settle in a bit, it turns out certain characters were slightly overperforming. Furthermore, due to staggers being a reliable way to avoid mechanics intended to limit the potency of mixups after knockdowns, we have changed how staggers work post-JD. Players who rely on using staggers as late as possible will now have to be more wary of the JD bar as they too have to deal with a guaranteed knockdown situation. These changes may adversely impact the performance of said characters in unexpected ways, and we'll be keeping a close eye on how they perform to determine if any further tweaks are necessary to compensate. Lots of things are quite different now, so please be vocal and detailed with any issues/bugs you run into and we'll be sure to give it a look!
Gameplay
General:
Cross Canter is now totally impossible to combo after
Cross Canter now armor breaks
The opponent can no longer be staggered if JD is filled, It will instead cause a crumple that always leads to soft knockdown
Fixed some cases where a player could tech out of command grabs
Fixed several situations where a player could cancel block and hitstuns into movement options or supers
Fixed being able to gain above full health from eating apples
Fixed health gained by eating apples messing up red health values
It is no longer possible to force a Hard Knockdown off of full JD normals by cancelling into a super before they hit the ground
Fixed an issue preventing input buffering for specials when landing
Fixed an issue preventing grabbing (until the player returns to neutral) after doing a low attack (This issue specifically affected Arizona, Oleander and Paprika because of command normals)
Training Dummy now properly techs tumbles at the earliest possible frame after a groundbounce/tumble has been used in a combo
Standing KO's work properly again, should eliminate most if not all of the remaining 'Armored KO' bugs
Arizona
Damage proration from Ropes reduced slightly
6B Hurtboxes moved upward
Super now completes VO
Super now has 1 frame post-superflash, alleviating previously 'unblockable' situations
Super now cleaves through pets and projectiles without hitstop
Velvet
Cancelling C startup into grab no longer spawns the ice graphic
Eating animation no longer has a cardboard ice sprite. Poof!
Now has a crouch sliding animation
Oleander
Fred is no longer controllable while teching
Fred stops attacking if Oleander gets hit
Outside of meter stealing attacks, you can no longer gain any meter while Fred is out
Super meter requirements per level increased slightly
Teleports A and B now always costs 1 magic, even if grounded
Opening damage for j.2C decreased, minimum damage increased slightly
Fixed another remaining case of the Chapter Trap hitbox detaching from its graphic when cancelled into a super
So they came into the outway, It was Sunday, but a black day, I could make a salutation, sounding heartbeats, intimidation...
Ollie, are you okay, are you okay, are you okay, Ollie?
Ollie, are you okay, are you okay, are you okay, Ollie?
Ollie, are you okay, are you okay, are you okay, Ollie?
Paprika
Blocked super should more reliably end up on the opposing side
B startup and recovery has been sped up
B and 2B are slightly safer on block
Kiss now refunds a flat 250 JD, with a minimum cap of -150
Damage proration from Kiss reduced slightly
Super should no longer be able to trigger off of pets/projectiles
There is now an indicator that a player is close enough to eat a gift (actual graphic pending)
Super now cleaves through pets without hitstop
Fixed a bug involving paprika's movement options that had an extremely small chance to crash the game(!)
Boom, baby!
Pom
Every puppy in Stampede now have hurtboxes
Dad now follows the opponent from behind, as intended
Preblock distance of 2C increased (This might cause issues, will be monitoring the effects of this)
Throws from pets can no longer connect with opponents who are in preblock
Fixed Pom being able to level 2 after dad has hit the opponent
Mom Izuna Drop now properly KO's if it's the last hit
Mom Counter and Izuna Drop no longer gain a first-hit bonus
j.B hitstop increased (should also help with the high/low protection)
Puppies are no longer controllable while teching
Dad usability now follows the same rules as all other puppies (Not usable during hitstun or teching, stops when pom gets attacked, etc.)
You wouldn't hit a wee lamb, would you?
Tianhuo
Can no longer whiff cancel air normals into flight
Volcanic Bash now has a grounded version
Travels a bit less of a distance than air version
Goes through projectiles
All specials except for successful V.Crashes have increased landing recovery
New j.A that aims moreso for air-to-air than straight towards the ground
Flight startup time increased
Upward flight max speed lowered
Downward flight acceleration increased
Super startup time decreased
Super startup jump height decreased
Old j.A is now accessible during Ran Shao Feng, and is now an overhead
B hitboxes normalized, no longer whiffs on crouching opponents during the beginning of the attack
B recovery increased
Has renounced captaincy of the Empress' Imperial Guard to assume captaincy of the Empress' Imperial PicnicBasketBall Team.
New Lobby Features
Added 'voice channels' so now users can choose which chat channel they are on. This includes an option to only hear and communicate with people who are fighting with you or spectating.
Reverted change where your voicechat was filtered per lobby room
Lobby scoreboard now shows everyone's voice channel so you can see where your friends are
Lobby fights now show both fighters voice chat activity and voice chat channels
Spectators can now open online menus during fights
Bug Fixes
Fixed major bug where some controller types could stop working after fighting a predator in saltmines
Fixed up lobby character collisions against walls to correctly handle slopes and sharp corners
Fixed bug where music was at full volume on splash screen, but then adjusted when the main menu came up
Fixed bug where D notification could appear while you were trying to open a chest
Fixed bug where grabbing a chest while running could cause a server desync
Changed teleport/arrival sound in pixel lobby so that it only plays for the whole server when you first join the server.
Fixed bug where disconnecting from someone during character select could prevent you from fighting them in the future until one of the games was restarted
Backend changes
How players recieve world updates from the lobby server has changed. You should not feel any difference in smoothness, but if you do experience new problems, be sure to let us know!
Entirely changed how chest claiming works internally. Should provide a smoother experience, but as with all new code, there may be bugs!
Changed the way sprite drawing works. Should be less load on older computers, but has potential for bugs. Let us know if you get weird graphical glitches in lobby
Known Issues
If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
4:D into j.A with tianhuo reads out to be 14 frames of startup before earliest possible hit in training mode, but it's actually 18.
Currently, spectators cannot set their voice channel while in a match
Early Access Patch #6 (13-4-18): Infinite Combo Your Friends Edition!
From user feedback, we've put together a new feature for online matches. All online modes now have an options menu that can be brought up by holding start. This menu contains options for enabling and disabling certain features of the fight (like infinite magic) and training data displays that can allow you to lab better with friends. Players in a training fight can now display their opponent's (or teacher's) inputs to better follow by example.
Here’s the new options:
New Features
In Fight (Online)
New Options added to Pause Menu
View command lists
Show Hitboxes (Online training only)
Show Collision box (Online training only)
Show Your Stick Motions (Online training only)
Show Your Opponents Stick Motions (Online training only)
Display you or your opponents input list (Online training only)
Enable or disable HUD (Online training only)
Enable, disable or defocus background (Online training only)
Enable or disable infinite super (Online training only)
Enable or disable infinite magic (Online training only)
Enable or disable juggle decay (Online training only)
Netgraph variant
SFX volume
Music volume
Voice Chat volume
Character voice volume
Chest notification sounds (pixel lobby only)
Voice channels and muting all but opponent/spectators for pixel lobby was meant to go on here, but it didn't quite make it in in time. Next patch!
Other Changes
In Fight (Everywhere)
Button displays have been recolored to be more Mane6-ey (and match our ABCD color standard)
This update (EA Patch 5 - 4/3/2018) contains a ton of content! …. That we can't show quite yet! Much of it is related to Saltmines 2.0. We have decided to roll out a couple of pretty major backend changes that we’ve been waiting to try for a while. These changes are aimed at overall game stability to strike down those last few elusive bugs that cause "random" failures. Let us know if you get any crashes after this patch!
(Fairly) Major Backend Changes
Major backend change that could potentially fix most remaining "random" crashes that people are having.
The "black textures on UI" bug should be fixed now, for people that were still getting that
Raised Pixel lobby player limit to 25 -- will keep some servers at reduced cap just in case
Changed the way textures are handled under the hood, which should make the game significantly more stable after being open for long periods of time
Changed the way that Relay connections are detected, and relay connections are now displayed on leaderboard by turning the opponent's ping red
Changes and Improvements
Moved many Pixel Lobby face-type items (glasses, masks) into the third cosmetic slot, which is now usable
Third slot now has a "NEW!" indicator that displays until you access it
Bug Fixes
UI elements in pixel lobby (name tags, interaction menus) are no longer affected by screenshake
Fixed a bug in which the Salt Mine ungulates appeared in full color. Palettes for AI Ungulates in Salt Mine fights remain unchanged, but will be corrected in a future patch
Fixed sound rollback being able to be turned on, but not off again
Fixed Backer characters sometimes getting disabled "permanently"
Fixed glitch where random body parts in pixel lobby player characters could disappear (or appear) incorrectly when switching cosmetic items
Fixed minor UI issues that caused lines to appear over predators in main menu
Fixed issue where you would disconnect from lobby after minimizing
Fixed issue where AAAAAAAAAAAAAAA level of mines could cause clients to slow down over time and not recover until restarted
Added more robust blackscreen fadeout -- less prone to camera glitching
Leaderboard now shows if you are using a relay connection to a player
Fixed issue where, sometimes, going through a door could cause the top of the black screen transition to "pop" resulting in a janky door transition
Sound listener position is now based on your lobby characters position, not on the camera
Notes
Check your settings for weather effects, backer characters and sound rollback. If you had them set away from the defaults, they may have been reverted.
This update (EA Patch 5 - 4/3/2018) contains a ton of content! …. That we can't show quite yet! Much of it is related to Saltmines 2.0. We have decided to roll out a couple of pretty major backend changes that we’ve been waiting to try for a while. These changes are aimed at overall game stability to strike down those last few elusive bugs that cause "random" failures. Let us know if you get any crashes after this patch!
(Fairly) Major Backend Changes
Major backend change that could potentially fix most remaining "random" crashes that people are having.
The "black textures on UI" bug should be fixed now, for people that were still getting that
Raised Pixel lobby player limit to 25 -- will keep some servers at reduced cap just in case
Changed the way textures are handled under the hood, which should make the game significantly more stable after being open for long periods of time
Changed the way that Relay connections are detected, and relay connections are now displayed on leaderboard by turning the opponent's ping red
Changes and Improvements
Moved many Pixel Lobby face-type items (glasses, masks) into the third cosmetic slot, which is now usable
Third slot now has a "NEW!" indicator that displays until you access it
Bug Fixes
UI elements in pixel lobby (name tags, interaction menus) are no longer affected by screenshake
Fixed a bug in which the Salt Mine ungulates appeared in full color. Palettes for AI Ungulates in Salt Mine fights remain unchanged, but will be corrected in a future patch
Fixed sound rollback being able to be turned on, but not off again
Fixed Backer characters sometimes getting disabled "permanently"
Fixed glitch where random body parts in pixel lobby player characters could disappear (or appear) incorrectly when switching cosmetic items
Fixed minor UI issues that caused lines to appear over predators in main menu
Fixed issue where you would disconnect from lobby after minimizing
Fixed issue where AAAAAAAAAAAAAAA level of mines could cause clients to slow down over time and not recover until restarted
Added more robust blackscreen fadeout -- less prone to camera glitching
Leaderboard now shows if you are using a relay connection to a player
Fixed issue where, sometimes, going through a door could cause the top of the black screen transition to "pop" resulting in a janky door transition
Sound listener position is now based on your lobby characters position, not on the camera
Notes
Check your settings for weather effects, backer characters and sound rollback. If you had them set away from the defaults, they may have been reverted.
EA patch 4: Kinda-sorta-was-supposed-to-be-but-now-sorta-isn't-a-hotpatch Edition!
The patch (3/21/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.
Gameplay
General
Air teching after getting hit out of a shorthop should no longer lock out a character's ability to air block.
Oleander
Non-cardboard swipes added for 2A and 2C
Pom
Launcher now has a non-cardboard shockwave
Paprika
Fixed minor paletting issue during StandH
Tianhuo
No longer loses the coloring of her lower jaw during certain hitstuns
New Features & Bug Fixes
Character Select
Fixed Oleander's off-by-one palette error.
In Fight
There are now voice indicators under HUD portraits for when your opponent is talking in online fights.
Fixed bug where player names in fights could show as [unknown].
Pixel Lobby Browser
Servers now sort by number of players active.
Holding up or down on lobby browsers will now scroll through list faster.
Pixel Lobby
Big Balls of Violence now display the name-tags of the players involved in the fight.
Health-bars now display above players while in the Salt Mines. (Saltmines 2.0 prep)
The Bar will change in color from green to red as health depletes.
Zone partitioning has been implemented in pixel lobbies, in preparation for Salt Mines 2.0 coming soon.
Transitioning between areas in the pixel lobby is a lot smoother now.
Voice Isolation between Lobby rooms has been applied. e.g. If you're in a cave, players outside of it will no longer be able to hear you.
Announcer has been disabled in online training.
Several steps have been taken to lower the amount of data lobby sends to your game client overall. This includes in fights.
Added extra information to the occasional bug where you can get locked out of fighting in pixel lobby. We think this may have something to do with Salt Mines, but the "you were involved in another fight" error should now tell you what the server is complaining about. Let us know if you get this error message please!
Fixed memory leak where the UI could potentially make an infinite amount of name-tags -- albeit very very (very very) slowly.
EA patch 4: Kinda-sorta-was-supposed-to-be-but-now-sorta-isn't-a-hotpatch Edition!
The patch (3/21/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.
Gameplay
General
Air teching after getting hit out of a shorthop should no longer lock out a character's ability to air block.
Oleander
Non-cardboard swipes added for 2A and 2C
Pom
Launcher now has a non-cardboard shockwave
Paprika
Fixed minor paletting issue during StandH
Tianhuo
No longer loses the coloring of her lower jaw during certain hitstuns
New Features & Bug Fixes
Character Select
Fixed Oleander's off-by-one palette error.
In Fight
There are now voice indicators under HUD portraits for when your opponent is talking in online fights.
Fixed bug where player names in fights could show as [unknown].
Pixel Lobby Browser
Servers now sort by number of players active.
Holding up or down on lobby browsers will now scroll through list faster.
Pixel Lobby
Big Balls of Violence now display the name-tags of the players involved in the fight.
Health-bars now display above players while in the Salt Mines. (Saltmines 2.0 prep)
The Bar will change in color from green to red as health depletes.
Zone partitioning has been implemented in pixel lobbies, in preparation for Salt Mines 2.0 coming soon.
Transitioning between areas in the pixel lobby is a lot smoother now.
Voice Isolation between Lobby rooms has been applied. e.g. If you're in a cave, players outside of it will no longer be able to hear you.
Announcer has been disabled in online training.
Several steps have been taken to lower the amount of data lobby sends to your game client overall. This includes in fights.
Added extra information to the occasional bug where you can get locked out of fighting in pixel lobby. We think this may have something to do with Salt Mines, but the "you were involved in another fight" error should now tell you what the server is complaining about. Let us know if you get this error message please!
Fixed memory leak where the UI could potentially make an infinite amount of name-tags -- albeit very very (very very) slowly.
Early Access Patch 3 (3/17/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.
We're gearing up for the saltmines revamp while we work on storymode, but before we can start digging for salt, we're digging for more stability and network issues. Hopefully this patch takes care of a few more of those! We've also done a huge rework on p2p connections for pixel lobby. We're hoping it fixes connectivity and connection speed issues for many people.
While fight connections have gotten a lot of love, affection and hair-pulling debug work for this patch, it's still new code, and all new code is prone to bugs. Let us know if you have any issues with it!
Gameplay
General
Throw tech sparks should now display again (oops)
Throw teching (ground and air) should no longer break certain characters' palettes for a moment, and should no longer turn predators into arizona
Intros and outros should no longer display broken palettes for certain characters
All A normals now add a small amount of JD
Arizona
Headbuck B hurt/hitboxes adjusted
6A hitbox is active for longer
2B range increased slightly
Pom
Bark has a visual shockwave
Big Papa no longer becomes cardboard while turning around
Velvet
"Maniacal Laughter" palette has been relocated
Bear
Hurtboxes given a pass to prevent rapid size changes during neutral/movement
Online Changes
P2P fight connections between players in pixel lobby have had a massive re-work. They should be *much* faster and (hopefully!) more reliable now, especially for players with high ping.
Shortened disconnect for both pixel lobby and in-fights if your opponent is already confirmed to have loaded
Shortened online charselect timer to 30 seconds
Shortened online world select timer to 15 seconds
Dramatically reduced the time that spectators can be stuck in limbo if a network error occurs during a fight
Bug Fixes
Fixed several cases where players with high ping could randomly get booted back to lobby after challenging (especially prone to happening with spectators)
This issue has multiple causes, so let us know if this happens to you again without an obvious cause (e.g. network connection lost)
Fixed a crash related to voice chat after a long time of being in pixel lobby.
Fixed several cases where players could be denied rematches when spectators were not present
Again, several things could cause this issue, so let us know if it happens to you repeatedly.
Sound rollback mass reset #2 -- somehow it didn't get reset for a lot of people the first time.
Fixed a rare crash related to some drawing elements never getting cleared.
Fixed issue where after leaving pixel lobby, you would often not be able to connect again for several minutes.
Fixed bug where certain training mode elements drew over pause menus.
Fixed issue where even if your voicechat volume was set to zero, it would apply game sound attenuation (drop the game volume in response to someone talking)
Fixed issue where certain resolutions could cause the UI to stretch to an odd aspect ratio when performing supers.
Fixed visual issue where loading a fight in pixel lobby would flicker on the lobby overworld.
New Options
Minimal HUD is now a main menu option (requires a restart to work properly).
You can now turn off weather effects from the main menu.
Known Quirks
Due to character changes, the following combo trials have been removed temporarily: Velvet Prestigious 1, Pom Master 3
The following combo trials have been updated: Paprika Master 2, Velvet Master 2
Early Access Patch 3 (3/17/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.
We're gearing up for the saltmines revamp while we work on storymode, but before we can start digging for salt, we're digging for more stability and network issues. Hopefully this patch takes care of a few more of those! We've also done a huge rework on p2p connections for pixel lobby. We're hoping it fixes connectivity and connection speed issues for many people.
While fight connections have gotten a lot of love, affection and hair-pulling debug work for this patch, it's still new code, and all new code is prone to bugs. Let us know if you have any issues with it!
Gameplay
General
Throw tech sparks should now display again (oops)
Throw teching (ground and air) should no longer break certain characters' palettes for a moment, and should no longer turn predators into arizona
Intros and outros should no longer display broken palettes for certain characters
All A normals now add a small amount of JD
Arizona
Headbuck B hurt/hitboxes adjusted
6A hitbox is active for longer
2B range increased slightly
Pom
Bark has a visual shockwave
Big Papa no longer becomes cardboard while turning around
Velvet
"Maniacal Laughter" palette has been relocated
Bear
Hurtboxes given a pass to prevent rapid size changes during neutral/movement
Online Changes
P2P fight connections between players in pixel lobby have had a massive re-work. They should be *much* faster and (hopefully!) more reliable now, especially for players with high ping.
Shortened disconnect for both pixel lobby and in-fights if your opponent is already confirmed to have loaded
Shortened online charselect timer to 30 seconds
Shortened online world select timer to 15 seconds
Dramatically reduced the time that spectators can be stuck in limbo if a network error occurs during a fight
Bug Fixes
Fixed several cases where players with high ping could randomly get booted back to lobby after challenging (especially prone to happening with spectators)
This issue has multiple causes, so let us know if this happens to you again without an obvious cause (e.g. network connection lost)
Fixed a crash related to voice chat after a long time of being in pixel lobby.
Fixed several cases where players could be denied rematches when spectators were not present
Again, several things could cause this issue, so let us know if it happens to you repeatedly.
Sound rollback mass reset #2 -- somehow it didn't get reset for a lot of people the first time.
Fixed a rare crash related to some drawing elements never getting cleared.
Fixed issue where after leaving pixel lobby, you would often not be able to connect again for several minutes.
Fixed bug where certain training mode elements drew over pause menus.
Fixed issue where even if your voicechat volume was set to zero, it would apply game sound attenuation (drop the game volume in response to someone talking)
Fixed issue where certain resolutions could cause the UI to stretch to an odd aspect ratio when performing supers.
Fixed visual issue where loading a fight in pixel lobby would flicker on the lobby overworld.
New Options
Minimal HUD is now a main menu option (requires a restart to work properly).
You can now turn off weather effects from the main menu.
Known Quirks
Due to character changes, the following combo trials have been removed temporarily: Velvet Prestigious 1, Pom Master 3
The following combo trials have been updated: Paprika Master 2, Velvet Master 2
Hi all!, EA Patch 2 (3/6/18) is now live, so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.
GAMEPLAY
General
Input buffering now functions when coming out of blockstun
Training mode recordings for wakeup/hitstun/blockstun should now all trigger at proper reversal timing rather than well after returning to neutral
Inputs for specials have slightly more lenient and consistent timings
Arizona
Magic Dash no longer causes slowdown during supers
Velvet
Shatter C damage reduced and JD increased
Shatter A's JD has been increased and can be cancelled into magic attacks
Shatters cause additional JDG
All icicles deal additional JD
Combo training now properly differentiates between "Air Icicle" and "Ground Icicle". It also properly takes into account when each of these different delayed specials actually hit the opponent
No longer slides when crouching out of a tech roll
Due to the changes above, some combo trials have been removed/replaced
Oleander
Fred can no longer attack during Oleander's blockstun. Again.
Air throws no longer create a second book
New Teleport effects added
New Magic trap effect added
DarkSpark recovery increased
Teleport cancel window from Chapter Traps moved forward a few frames
Fred can no longer be called if the opponent is blocking while any of their objects are struck with dark spark. However, if this does still manage to happen, Fred Also can no longer cause infinite blockstun or chip damage.
Fixed some cases of the hitbox drifting away from Chapter Trap's graphic
Due to the changes above, some combo trials have been removed/replaced
Paprika
Teleport C Damage reduced and JD increased
Pom
Big Mama and Papa now visually leave the screen immediately, but the magic refund timing for Big Mama is untouched
Big Papa no longer turns into cardboard during hitstun and distress
Fixed palette issues during various attacks and movement abilities
Throw no longer creates cardboard
Attempting to use normals at the exact same time as magic should no longer result in empty inputs
Tianhuo
Flight timer reduced slightly
Winged animations and palettes have been given a complete pass (Flight mode is animated now!)
Volcanic Crash no longer causes the opponent pop up from the ground for 1 frame when JD is full
BUG FIXES AND TECHNICAL IMPROVEMENTS
Online Changes
Online fights now feature a detailed netgraph to show your connection quality and can help pinpoint problems such as high packet drop and fluctuating ping. Press select to cycle through available graphs. (See below for how to interpret netgraph data)
Pixel lobby has additional netgraph data that allows you to see your opponents performance. This can help when it's unclear who's connection or computer is causing an issue in a match.
Pixel lobby now has a connection progress indicator. We're working with players to see why some people are having trouble connecting. If you get stuck on a stage, let us know!
AI Changes
AI is not nearly as block happy now on lower levels (Easy, normal and sleeptrot. Somewhat less on competent)
Reaction time nerfs -- especially for countering ('unfair' remains unchanged)
Fixed bugs where the AI would sometimes not attack certain characters unless provoked
AI settings in training mode now default to values according to your chosen difficulty setting
Backend Changes
Fixed bug where character sound format was not playing nice with FMOD on some computers. Lead to some players having "silent" characters, despite hearing the announcer.
HOPEFULLY improved stability after the game has been open for several hours (For nerds: reduced memory fragmentation over time with better use of memory pooling)
Reduced bandwidth usage for pixel lobby
KNOWN QUIRKS
The tick/notch graph on the more detailed netgraph is a bit arcane right now. Blue ticks indicate GGPO rollback. Red ticks indicate pause and sync events (which can choke your framerate). Gray ticks indicate packet arrivals. Good connections should see a solid belt of gray. Bad or choppy connections may see uneven clumps of gray ticks.
Due to character changes, the following combo trials have been removed temporarily: Velvet Master 2, Velvet Prestigious 3, Oleander Master 1