Since taking over Skullgirls 2nd Encore development in January 2021, Hidden Variable and Future Club have been working hard to bring you, the players, the four new characters that are part of our Season 1 Pass DLC. And don't worry, you'll be able to get your hands on Dahlia soon! (First playable demo will be at Combo Breaker 2022)
But that's not all we've been doing.
The patch today is the result of a lot of hard work behind the scenes. Today, in the Beta build, we're testing out large scale refactors of the online multiplayer and the UI systems. These refactors are meant to improve the stability and reliability of our online lobbies, quick match, and spectating, fixing issues that have been longtime thorns in the community's side.
While most of these changes will not be readily noticeable, these codebase upgrades pave the way for us to make more substantial improvements to the multiplayer experience in the future. They will also make console development easier going forward, and not just for PS4. More news on that coming soon!
Of course, with refactors this big, there is a chance that new bugs have been introduced. That's why these changes are in the Beta build of Skullgirls 2nd Encore. There are no functional combat changes between Retail and Beta, but we still hope everyone will pop over to the Beta environment to test out these changes and enjoy the smoother multiplayer experience.
These are exciting times for Skullgirls 2nd Encore as both new characters and the old engine get lots of TLC, and we wouldn't be able to do this without the support of such an amazing community!
- Hidden Variable
Retail Change Log
Tech
New Beta logic to allow for separate Retail/Beta builds
Stages
Fixed lighting bug on Class Notes
Art Gallery
Added in updated Final Atrium 2D Art
Added in Boardwalk Stage 2D Art (Prototype & Final)
Added in No Man's Land 2D Art
Updated Class Notes 2D Art
Added Alt Class Notes 2D Art
Beta Change Log
Includes all changes to Retail Build
Multiplayer
Large scale UI refactors to improve reliability of navigating around the game
Large scale networking refactors to improve reliability of lobbies and quick matches
Large scale networking refactors to improve reliability of spectating
Lobby Host now shown in Lobby UI
Steam Profile Pics reliability improvement
UI
Fixed stuttering when fast-forwarding credits
Improved transition from Art Gallery to Main Menu
Fixed logo screens not being skippable after a certain point
Other miscellaneous fixes
Sound
New "Master Volume" control that influences all in-game volumes.
New "Mute When Unfocused" option that will mute the game when you switch to other programs.
(Retail Build version 3.3.24) (Beta Build version 3.4.0)
Today, we’re formally announcing THE UNBEATABLE ‘22 - our first invitational tournament for [white label], streaming online this Summer!
We’ve done competitive events before, but this will be the first time we’re putting the best of the best in head-to-head matches! Players will compete in rounds to get the best total score, with three semi-final matches and one conclusive battle between three surviving players. This will be live-streamed on D-CELL’s official twitch!
THE PLAYERS
The Invitational will include 6 players - 4 of which are returning champions from past UNBEATABLE events. Please welcome the following:
ZEEYANG - The winner of [white label]’s very first tournament, ARCADE FINALS! This will be his first competitive event since last year, now put to the test against the winners that have succeeded him!
PUNCHY - One of [white label]’s top players and the winner of the BONUS FINALS circuit, Punchy is a rhythm game enthusiast whose scores have instilled fear amongst the community. This is your chance to catch his plays live!
YaBoiOGMA - The winner of UNBEATABLE: MAGFest 2022, YaBoiOgma has shown his skills in front of the dev team's very eyes! How will he stack against the rest of the world’s top UNBEATABLE players?
Milky Moo - The winner of UNBEATABLE: MAGFest 2020 (the first-ever competitive event for the game), he returns to challenge his local rival, YaBoiOgma. Can he take the MAGFest crown back?
The remaining 2 are to be decided through “THE UNBEATABLE ‘22 QUALIFIERS”, set to start from May 23rd (6 PM EST) to May 30th (at Midnight EST). The game will be patched to include the qualifiers circuit as a menu option during this period. For more details on how to participate, join our Discord and retrieve the Event role, which will provide submission rules and more. The circuit’s setlist will be revealed when the event kicks off!
PRIZES
No tournament is a tournament without prizes, and we have a few!
1st Place: $100 Steam Gift Card + Discord Role
2nd/3rd Place: $50 Steam Gift Card + Discord Role
4th-6th Place: $25 Steam Gift Card + Discord Role
Participants of The UNBEATABLE '22 Qualifiers: Discord Role
THE UNBEATABLE '22 ART SHOW
For those who want to participate in a different kind of community event, we'll be running our second art contest, beginning on May 23rd @ 6 PM EST (the same time as the qualifiers), and lasting until June 23rd (Midnight EST)!
Unlike last time, there will be a theme (hint: it has to do with the tournament!). The top picks from both D-CELL and the community will be the banner artwork for the show! And, on top of that, all submissions will be featured during intermissions (of the Invitational stream).
We had a lot of fun seeing the community come together with last year's art contest and wanted to find a fun way to bring both the competitive and creative scenes together for an event that everyone can have fun participating in!
Any questions? If all of this sounds exciting to you, hop on our Discord and get practicing!
Fasten your seat belts... THE AIRPORT UPDATE IS OUT NOW!! Get ready to join the craziest trip of your life!
Changelog: - New level: Airport with tons of new items accessible through the Taxi at the HUB; - Added 26 unique new items, including a remote controlled Drone, Extendable Glove, Magnets, Explosive Cigar and more; - Added 2 new NPCs for the AIRPORT LEVEL (Flight Attendant and TSA Agent); - Changed the Cellphone interface with a more modern layout; - General visual adjustments in all levels; - And tons of tweaks and bugfixes!!!
- Updated t_ogotai; - Edited some of the textures so they appear more in-style with the game; - Added damage protection post-round; - Changed behaviour of running out of time: instead of instantly giving the win to innocents, the traitors are going to be automatically revealed; - Other minor changes.
I've been working on new content for the game as well as a save run feature. In the meantime though, a crash was found and I wanted to get that fix out asap.
This update also includes a new skill.
Fix rare crash that could occur when using the Fire Exit item.
Added Super Smite skill. Same as smite, but instead of killing 1 enemy instantly, it kills all adjacent enemies. To offset this, it takes much longer to recharge.
Increased the recharge time on the Blood Pact skill. It's still powerful, but is less likely to carry a run alone now.
I hope that the next content update will be ready in a week or two.
This Mythology 2 Book brings 20 new images to Coloring Pixels! Each image depicts different Characters and Moments from Ancient Mythology from various cultures!
The second book of its kind to let you visit the legends of old!
Added windowed mode with adjustable size - there should be way to make the game work on any monitor now (also twitch streamers should have an easier time with their screen set up)
Fixed the default controls / override for controllers (they must be selected in the options now so they won't override the mouse any more - you can leave your controller plugged in!)
Fixed all known remaining resolution issues for the player death / pause screen etc (please let me know if any more occur)
Fixed a bug where the player stays red if they beat the level while getting hit
Added several new controls to the pause menu and main menu
NEXT STEPS:
Add a second controller layout that uses a more traditional right joystick aiming for twin stick shooters
Create a controls guide for the gamepad / controller use
Thanks again guys. Very soon I can get to adding new content to the game (not just hardware & screen support)!