Marie is now entering her Early Access phase! This is a huge development milestone as it means she is on the final road to full completion.
Here’s a preview of what to expect below:
MARIE
Skullgirls 2nd Encore - Early Access
Skullgirls 2nd Encore - Full Release
Skullgirls 2nd Encore - Story Updates
VFX & CHARACTER ADJUSTMENTS
Enough intro! IT’S SHOWTIME!
MARIE
SKULLGIRLS 2ND ENCORE - EARLY ACCESS
Skullgirls 2nd Encore character development usually falls into four distinct phases:
Pre-Alpha: Work is being done on the character, but is not fit for public release.Alpha: The character is now publicly playable in an Alpha build on Steam, though they are still unfinished. Probably missing lots of animations, sound design, etc.Early Access: The character is now mostly complete, but still needs final balance tuning and other polish.Full Release: The character is fully complete, including all additional features like their Story Mode.
We have now moved onto Early Access, so we’re approaching the finish line of Marie development!
HOW COMPLETE IS MARIE?
Marie is now 100% animated and colored. No more sketchy black and white animation frames! She also has all her voice lines and sound effects fully tuned. She also gets a bunch of new palettes!
For the remainder of Marie’s development we'll be focusing on final balance adjustments and bug fixes.
You can give balance feedback and report bugs in our official Discord, or our official forum in the Marie section.
Now that Marie is in Early Access, her individual character DLC is available to purchase on Steam! If you own EITHER the Season 1 Pass or the individual Marie DLC you will be able to try her out.
Once you have the Season 1 Pass or Individual DLC, launch the game in BETA mode by pressing the green PLAY button on Skullgirls 2nd Encore from your Steam library page, then selecting "Skullgirls Beta (Marie Alpha)". You can also launch the game in BETA mode by navigating to the in-game Options menu, and pressing "Switch To Beta".
In BETA mode, you can pick Marie on the character select screen as normal!
Once Marie is fully completed, she will be released on all systems roughly simultaneously.
We’re aiming to release Marie in Q1 2024.
Full Release will come with all the usual bells and whistles:
Marie will be fully complete!
Marie’s new Stage(s?) will be fully complete with final music.
A brand new story mode for Marie.
Final Marie balance pass.
A full set of 30+ palettes.
Character tutorials.
A new alternate voice pack.
SKULLGIRLS 2ND ENCORE - STORY MODE UPDATES
When Marie gets her full release she will come with her own Story Mode that delves deep into her relationship with the Skull Heart. After Marie’s story mode is released all of the Season 1 Pass character story modes will be updated with full voice acting in an independent update.
The full voice update will not be until after Marie’s release because we are still organizing recording sessions for the LARGE returning cast that we need to voice the myriad of characters that appear across Skullgirls 2nd Encore’s 18 Story Modes.
VFX + CHARACTER ADJUSTMENTS
Note that these changes only apply to the BETA version of the game.
EFFECTS
We've got some new effects entering this update to help highlight and demonstrate an advanced mechanic known in the community as "Pushblock Guard Cancel" (PBGC). If you're not sure what that is, you can check the in-game tutorial to refresh yourself, which will be updated at a later date to reference these effects.
Our goal is to make it more clear to new players where PBGC windows are, and when they are being successfully executed. This should also make the mechanic easier to explain to new players.
When a PBGC window is available, green sparks will fly by the character, seen below. This effect will only show itself if performing a PBGC would have actually reduced the amount of time spent in blockstun.
When performing a successful PBGC, a force field effect will appear on the character, seen here:
MARIE
Fixed a bug introduced in the last update where "Suction Obstruction" command throw (QCF+LP+LK) was starting a combo at IPS stage 3 instead of stage 2.
Fixed a bug where Marie's Air Throw would start a combo at IPS stage 1 instead of IPS stage 2.
Marie Go 'Round [H] no longer reduces damage and removes the stagger opportunity when used more than once in a combo. This allows Marie to perform a grounded Marie Go 'Round [H] and stagger even if the airborne version connected in the same combo. You can still only stagger an opponent once per combo, per global rules.
Reduce active frames of "Weight of our Will" (QCB+PP) when landing and exploding.
Tweaked hurtbox during falling hitstun frames to make Double's Cilia Slide routes (and other combos) slightly more consistent on her.
VALENTINE
Valentine has new effects for her different Vial Hazard types so that you can easily distinguish which type of vial she is loading, beyond just looking at the color of it. This is especially helpful for colorblind players.
ANNIE
While we'd normally prefer to release balance changes for multiple characters at once, Annie's Star Power rework has become intertwined with Marie's Early Access release due to engine and code changes required to support its parallel development. As such, Annie's balance changes are arriving early and will be available in this update.
Please note we have balance changes coming down for the pipe for other characters beyond Annie, but those changes aren't finalized just yet. You can expect more patches soon with additional balance changes in a future update!
Crescent Cut
The projectile will now end if Annie is interrupted before the attack goes active. After the attack is active, it will still trade and stick around even if Annie is hit.
Crescent Cut [L] adjusted from +0 to -1 on block, point blank.
Crescent Cut [M] adjusted from +4 to +2 on block, point blank.
Crescent Cut [H] start up increased by 6F. (... We're lowering the effectiveness of throwing out a Crescent Cut while near the opponent in a variety of situations, and lowering the odds of Annie receiving an extremely favorable trade. For H Crescent, we're electing to only adjust the start up of it to keep it just as effective as a neutral and approach tool as she chases behind it.)
Star Power
Star Power now costs 3 meter to activate.
Star Power now works off a timer instead of draining Annie's meter to perform attacks. Metergain is reduced to 33% during Star Power. When Annie performs a move that is boosted by Star Power (summoning a star or performing a boosted Special Move), it drains a large chunk of her remaining Star Power time. Annie's rainbow shadow silhouette effect will shrink and pulse faster as time runs out. Similar to Painwheel, Star Power will not run out of time if Annie is performing a combo, for now.
While in Star Power, and only once, Annie can perform a new move, "Star Cancel", to cancel an attack at any point and quickly enter an idle state. This can be triggered by simultaneously pressing three punches, or three kicks, or LP + LK plus one other button.
Star Power activation no longer ends super freeze early when used as a DHC, making it considerably safer and easier to DHC into.
Annie can now use all of her other previously disabled Blockbusters (Sagan Beam, Meteor Right, etc) during Star Power.
Star Power deactivation, "Gravity Collapse" knocks up higher than before, and no longer costs any meter to use while Annie is the point character. Using it as a DHC costs one bar.
Annie's normals no longer produce stars by default. All heavy attacks (except cHK) can be charged to summon stars by holding HP or HK. Charging adds extra start up to the attack.
Adjusted various visual effects related to Star Power and stars.
cHK will always cause a red bounce instead of a blue bounce if Annie is in Star Power.
The following Special Moves have new properties:
Crescent Cut [H] hits three times, and will not vanish even if Annie is hit out of the start up.
North Knuckle [H] follow-up slam deals bonus damage, hitpause, and will wall bounce the opponent.
Re Entry performs a new type of kick that starts faster, travels faster, hits overhead, and performs a hit on landing.
Destruction Pillar can be used in the air, and will always knock down even when used for the second time in a combo. Destruction Pillar (ground and air) will not drain any additional time off Annie's remaining Star Power timer.
Photo Bop can now be used at any time, for 5 meter. The input has been changed back to the older version, using the same input as her taunt but with two punches instead of one.
Photo Bop deals slightly more damage, and has an added camera flash that deals a hit.
Other
Adjusted hurtbox on cLP.
Destruction Pillar
When blocked as an assist, Annie will stop moving forward to ensure she lands in front of the opponent instead of behind them.
Once Annie is airborne, the hitbox size is reduced, similar to Filia. Initial hitboxes unchanged.
Damage Tuning
cHP: 1200 → 1000
cLP: 300, 300 → 150, 150
jHP: 875 → 750
jMP: 250x4 → 180x4
fHP: 1300 → 1100
sHK: 950 → 750
sMK: 400, 500 → 400, 300
sLK: 200, 200, 300 → 100, 100, 200
sLP: 300, 300 → 300, 200
Destruction Pillar [H]: 1100 → 1000
Meteor Strike: When used as a DHC, scaling is set to 50% instead of 70%.
If Annie has used all three of her Re Entry kicks in a combo and is airborne when the combo resets, her next Re Entry kick will be the first one, instead of the worse version that prevents combos.
Tweaked palette 7 and 30 rainbow colors to be consistent with all other Annie palettes.
Tweaked star colors on all palettes.
That’s a wrap for today!
We’re excited to see what you can do with Marie now that she’s on the road to full completion! Don’t be shy on leaving us feedback on any of these changes on the Discord or Forums. We want to know what you think!
Thanks so much again for all of your support, and stay tuned here and on our social media pages (Twitter, Facebook) any upcoming news and events.
- All of us at Hidden Variable Studios and Future Club <3
Just a quick Hot-Fix with some bugs found by players.
- Fixed a Crash when no Spell options where available for a Rune while using a Gamepad. - Fixed a Bug where the player stuck opening Upgrades, Stats, Quest Board, Shop or Augments while Dashing. - Fixed Active Spell: Airdance tootip, from 0,99% to 99%. - Fixed a Bug where no Upgrade Notification was given when it should.
Hi everyone, and happy holidays! We hope you’ve been enjoying revisiting Alien Hominid HD. If it’s your first time trying our first title out, welcome to the chaos!
We appreciate all the feedback and bug reports you’ve sent in over the last month, and today we have a quick hotfix to address some issues we’ve found. Take it away, bug fixes list!
Bug Fixes
Input - Fixed keyboard mapping bug when loading directly into levels 1-5 and 2-6
Input/Art - Fixed button icons for "Press Start" prompt in levels 1-5 and 2-6
Input/Art - Added new button icons for Steam Deck.
Input/Art - Fixed P2 press start button icon in Neutron Ball and Pinata Fiesta
Input - Hide the mouse during gameplay and when idle in menus
Input - Allow Esc/Start to consistently skip movie cutscenes
Input - Re-enable mouse during scoreboard screen
UI - Allow right-click to back out of leaderboard menus
Settings - Fixed bug with displaying the incorrect resolution after alt+tab in fullscreen
Settings - Fixed incorrect aspect ratio when the game starts with a maximized window
Audio - Fixed audio bug with Bluetooth headsets
Level - Fixed bug with slow-mo effect persisting when exiting to menu during 3-5 boss
Level - Fixed various visual issues in 3-5
Cinematics - Fixed a visual bug in 2-5 ending cinematic
Localization - Fixed "PRESS ANY BUTTON" translations for Russian and Brazilian Portuguese
Based on your feedback we have made some adjustments to gameplay and also fixed some bugs
Gameplay Changes:
Added
You will now receive a notification whenever a technology is done researching.
Added Captains, Captains are a unit between commanders and units that the player can controll, instead of spawning with a spectator camera when a battle starts and you have no commander, now you spawn as a captain so you can start of playing instead of watching!
Added Captains to be recruited as commanders, weaker but free of gold cost.
Adjusted
Made changes to AI teams to present a better lategame opponent.
You can now close all Menus by pressing escape.
Bugfixes:
Fixed some texts that were out of bounds.
Removed Battle texts that were leftovers of an old system.
Village Highlights when building are fixed and the village should now turn entirely red or green based on if you can build there or not.
All Units will now Chase the player if they have no ther valid Targets left instead of attacking dead units.
If you have any suggestions or bugs please make sure to report them in our discord or on our forums!
Age of Empires: Definitive Edition is receiving a pre-emptive update to ensure online features continue to function as intended and remain compatible with current and future server updates.
We are switching our API's domain to aoe-api.worldsedgelink.com. This domain change was already made for Age of Empires II: Definitive Edition, Age of Empires III: Definitive Edition, Age of Empires IV, and is now coming to Age of Empires: Definitive Edition.
We're also removing the requirement to perform a (platform) login to access the /community/ APIs.
FAQ
What does this mean for me?
If you're using any of the current APIs, you'll have to switch the domain for your services to aoe-api.worldsedgelink.com. The endpoints and arguments can remain the same. We'll update you if those change.
If you're currently using a login to access the /community/ APIs, you will no longer need to. This does mean that rate limiting will be done on a per-IP basis, rather than a per-user basis.
By when do we have to make this change?
The current domain will stay functional until at least January 31st.
As mentioned above, you will no longer have to log in to access community APIs.
It's been a long time since I've made an announcement here, so let me just start by saying hello! I'm GlerG, or at least that's my username on most platforms. I started working on this game back in July of 2021, and it's been quite a ride since then. After the last update I ended up taking a break, and then started a side project. That side project was supposed to take 6 days, and so naturally it took 6 months. During that time I had a lot of realizations about where things were headed. I really love this game, but if I wanted to release something I'm truly happy with then I'd have to start over. Starting over was definitely scary, and sometimes I still wonder if it was the right choice, but I when I started this project 2 years ago I was nowhere near as experienced as I am now. The code base of the game became unsustainable, and it was hard to keep adding new things on.
During all of this I formed a studio with a friend of mine. You can see a lot of his incredible art around the store page! We've been working together on a new version of Worm Slayer. With side projects and burnout it's been in a sort of "prototype limbo," but I believe that the pace will pick up soon.
So that leads to the unavoidable question: When will it come out? Well, to be honest I don't know when, but I do know that I'm way too stubborn to let this game go. It's become a part of my life, and when it comes to game development I've never been one to truly give up on something. Once this version of the game is "more finished" than the current demo version, we'll redo the whole store page and release a new demo.
I'm very excited for you all to see what's to come! And thank you for reading this far, it really means a lot.
We have passed the halfway point of the Playtest! Thanks to your very helpful feedback, we were able to quickly prepare this update in the last few days.
We have primarily focused on bugfixes for this update, but we plan on doing a lot more than that - after the Playtest. You can expect another article from us where we will summarize all the changes that we will be implementing before the release of the game.
And finally, as you have already done so far, please keep on sending us your feedback! We can't stress enough how helpful it has been.
Features
Added a "Copy Error to Clipboard" button to the error menu
Changes
Improved rendering performance by up to 20%
Friendly drones will now keep their distance a bit more
Friendly drones are no longer collidable for the player and their projectiles
Changed the drone repair prompt to say "Reactivate UNKNOWN drone (...)"
Highlight the ability of certain items to remove terrain in their descriptions
The costs for Advanced Drone Armaments upgrades, Advanced Drone Systems upgrades and drone re-activation have been increased
Buying items from a merchant will cause them to be dropped first instead of directly added to the ship's inventory
Bugfixes
Fixed plasmarizer weapons not being aimed correctly while the ship is moving
Fixed some weapons misbehaving when pressing both the primary and secondary fire buttons at the same time
Fixed certain UI elements not appearing after playing for some time
Fixed certain UI elements flickering
Fixed voting for the Twitch chat integration being case-sensitive
Fixed a crash that occurs when a ChatDrone switches out of the "Gravitoner" mode
Fixed a crash that occurs when a projectile that doesn't move at all hits something
Fixed a crash that can occur when progressing to the next sector
Fixed a crash that occurs when a certain enemy that spawns together with a certain boss-type enemy spawns
Fixed drop-down lists not hiding their pop-up menu when they get hidden themselves
Fixed auras not having their descriptions unlocked after receiving them
Fixed Champion Aura showing wrong values in its description
Fixed no glossary showing up when hovering with the mouse above status effects that feature a glossary
Fixed certain objects, such as item shops, sometimes spawning too close to each other
Fixed mouse wheel scrolling not being unassigned when replacing an input assignment to which mouse wheel scrolling was assigned previously
Fixed distortion effects moving choppily
Fixed items bought from a merchant disappearing if the ship doesn't have any space left for that item's item type
Fixed no information showing up when hovering with the mouse above certain items in some situations
Fixed enemies not targeting the player when they spawn after the warp gate has been activated
Fixed enemies not trying to target the surveyor after a Protection Challenge has been initiated
Fixed enemies having a tendency to continuously fly against the terrain
Removals
The Twitch chat integration settings menu no longer shows the "Authentication Status". We currently don't use user authentication, so it was useless.
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
General
Reduce the amount of black screen flashes that happen when opening the Steam interface while playing a game with a custom screen refresh rate setting.
Replaced Nearest scaling mode with Pixel, a pseudo-bandlimited filter for upscaling pixel art to non-integer factors without introducing aliasing. Integer scale factors will still be Nearest.
Fixed "Friends who Play" section not refreshing until the client was restarted
Fixed a crash in "Call of Duty: Black Ops III" when switching maps.
Fixed situations causing the Steam client to only download the Windows version of a title and later attempting to run it without Proton.
Reset the HDR Visualization setting to None for all users.
Moved the HDR Visualization setting from Display->Advanced to Developer settings.
Steam Workshop
Re-designed the Workshop subscriptions list (accessible from Game Properties). It now includes the ability to sort by subscription date, last updated, size, name, and load order.
Added ability to change the local load order of Workshop item subscriptions.
Added ability to set the local order based on any Workshop item dependencies (must be set on the Workshop items themselves).
Added ability to disable Workshop item subscriptions, which will hide them from the game.
Added the ability to filter the Workshop subscriptions list by tag name. Use the same search field for filtering items by name.
Show the name of the Workshop item being download in the game's tooltip on the Downloads page.
Greetings, Warriors! This is Paragon: The Overprime.
The 12/14 server maintenance has been completed and it is now available to access Planet Prime. We would like to thank all our Warriors for their patience.
Greetings, Warriors! This is Paragon: The Overprime.
We'd like to let you know that maintenance is scheduled for 12/14. Please see below for details.
12/14 Server Maintenance Notice
Maintenance Time
2023/12/14 07:50 ~ 12:30 (KST, UTC+9) 2023/12/14 07:50 ~ 12:00 (KST, UTC+9) *The maintenance time and details are subject to change.
Match-Making Closing Time
2023/12/14 06:50 (KST, UTC+9) ~
During Maintenance
1. You cannot log into the game during maintenance. 2. Ongoing games will end during maintenance.
Maintenance Details
1. 6 New Skins Added 2. Hero Balance Changes 3. Item Balance Changes 4. Karma Balance Changes 5. Agnis of Light Battlefield Theme Changes 6. System Added/Improved 7. Other Issues Improved
*Maintenance schedule and details are subject to change. *The game will not be accessible while maintenance is in progress. *Please note that the game in progress will be turned off when maintenance begins. *Please log out safely before maintenance starts.
We would like to apologize to all our Warriors for any inconvenience. Our team will do its best to provide the best possible gameplay environment.