Fraymakers - Team Fray
This update introduces our latest assist Stardrop, and finally merges the Experimental Branch we’ve been updating for roughly 3 months with the main build. To help everyone get the cleanest view of everything that has changed since v0.7.8, these patch notes will aggregate all of the branch’s updates into one huge change log noting all of the changes from the previous live version.

Changes from the previous experimental build:

Highlight

New Assist: Stardrop!
· This little star falls into Fraymakers as the 25th guest assist and is available to play as of today! Stardrop’s functionality is plucked right out of Indie Pogo, where your goal is to bounce on foes’ heads and send them barrelling downward. Have fun extending combos, controlling space, and spiking enemies into the blast zone!

Ledge Occupancy

Introduced a new CharacterStat that controls ledge occupancy called ledgeActionOccupancyTime (set to 30 by default).
· This means all custom content now stops occupying the ledge 30 frames into a ledge action animation instead of occupying it throughout. More info on how you can customize your character’s ledge occupancy time in the Character Template section below.

Bug Fixes

· Fixed a bug that allowed you to buffer an action after an airdash-cancelled aerial.
· Fixed a crash that occurred when buffering an aerial while intersecting with the ground.
· Fixed a bug that allowed you to slide around on the ground while using an aerial attack under specific circumstances.
· Updated random button functionality so costumes always re-roll if the same character/assist is randomly selected again.


Changes from the previous live build:

Highlights

Reworked Rollback
· We’ve reworked the approach we used to keep players in sync with each other. Previously, the game would slow down well-performing machines to allow time for slower machines to catch up. The new functionality takes advantage of new tools we’ve implemented to speed up the machine that is falling behind, including temporarily boosting frame rates and/or skipping frames. We’ve seen noticeable improvements in our internal testing especially in matches involving lower-end computers, so we’d like to hear from you after you've gotten a chance to give it a try. Please play a few matches with the same player and let us know how it goes here.
    - Note that this does not address the gradually increasing slowdown that can occur after playing several matches - we’re still working on getting to the bottom of that issue and will let you know once we implement a solution.

Character Hitbox Stat Adjustments
· One of the main things we’re testing with this patch is the reduction of base knockback and increase of knockback growth on the majority of moves in the game. Ideally, this will lead to more gameplay and combo variety within different damage ranges and more dynamic gameplay generally. You can find a granular description of each of these changes in the Playable Characters section below.

HUD Revamp
· We’ve updated the in-match HUD’s design! Portraits can pop out of their boxes and characters have custom stock icons alongside tons of other bits of polish!

Ledge Occupancy and Roll Off Ledge Functionality Adjustments
· Characters are now considered off the ledge 30 frames after starting a ledge action, after which other players will be able to grab it.

Match Options
· Functionality for a little over half of the previously unavailable match options has been added! Send foes flying farther, hide your damage number, use a player tag to help keep track of or character during the chaos of a match, and more!

Menu Updates
· We’ve made a litany of visual updates across the menu, most notably the online lobby creation screen and options menus. Look forward to those changes down the road!

Camera Adjustments
· Implemented a new experimental system intended to keep some portion of the stage visible on screen at all times. More information on how this system works and how creators can apply the boxes to their own stages will be added to the Stage Template when the experimental branch merges with live.

General

Gameplay
· Fixed bug that prevented buffered actions to not come out immediately upon becoming actionable if they were input prior to a move’s IASA period.
📢 Rolling off of an edge without grabbing the ledge now retains 90% of the character's momentum.
· Fixed bug that caused button releases to take an extra frame to process.
· Grounded spikes now multiply knockback by 1.3.
    - This was something mentioned in a previous update’s patch notes, but wasn’t actually published on the live build. This has been corrected.
· Spike VFX and announcer call no longer plays if the spike is an angle calculated via auto link.
📢 buryOffsetY character stat now also appropriately shifts a character’s hurtboxes.
📢 Charged attack knockback penalty now only applies when charging strong attacks.
📢 Fixed bug that prevented a player from reflecting the same projectile more than once (if it was reflected back at them, for example).

Online

Rollback Adjustments
· Revamped frame timing estimation algorithm.
· Implemented Frame Skip
    - Players that are behind will "Frame Skip" at most once every 6 frames in order to catch up to other players.
· Implemented Frame Boost
    - When the timing discrepancy reaches less than 2 frames, the frame rate will be boosted slightly until the clients are determined to be within less than half a frame of each other (after which the game will return to its normal FPS).
· Removed deprecated Frame Lengthening implementation.
· Fixed redundant rollbacks of shield graphics.
· Fixed redundant rollbacks of timers and Point objects on official content

Bug Fixes
📢 Fixed bug that sometimes caused shaders to persist after rollback.

Crash Fixes
📢 Fixed a crash caused by your opponent disconnecting during a match.
📢 Fixed a crash caused by backing out of a lobby under certain circumstances.

Modes

Match Options
· Enabled new functionalities
    - Gameplay Style
         - Please note that until victory screens are added, selecting the "Time" gameplay style will result in ending a match where it’s unclear which player won.
    - Friendly Fire
    - Player Tag Display
    - Show Damage
    - Starting Damage
    - Knockback Scaling
· Visually updated.

Training
· Fixed a memory leak caused by reloading the training mode instance.
· Fixed bug that sometimes caused shaders to persist after loading a state.
· Fixed arrow icons having a vertically stretched visual.

Menus

Lobby Creation and Lobby Room List
· We have merged these screens with the goal of making room creation more intuitive, which also includes a brand new design and new functionality. New features include:
    - You can now update room settings (such as toggling custom content) without having to kick everyone out and make a brand new room.
    - You can now kick people out of your room.
    - You can now ban people from your room, which prevents the banned player from rejoining your specific room.
    - You can now see players’ Steam avatars in the room list.
    - You can now select how long your lobby’s players have to select content. Option defaults to off.
📢 Fixed bug that sometimes displayed a duplicate player in lobby lists.
· This is a relatively complex menu, and there may be bugs that we weren’t able to catch from our internal testing. If you experience anything out of the ordinary, please report the bug to either our Discord or our feedback form.

Character and Assist Selection Screens
· Random
    - 📢 A random button has been added to the custom content selection screens.
    - Selecting the random button now selects Random instead of immediately selecting a random available option. The content will be chosen randomly once you reach the match start doors.
    - Dropping your token on any of the whitespace around the character icons now randomly selects a piece of content, similarly to the old random button behavior.
· Bug Fixes
    - Fixed bug that prevented assist phase from auto-readying if you navigated to stage select and back to assist select.
· General
    - Swapped Crewmate and CommanderVideo’s places on the assist select screen.
    - Updated icon position on match start doors for most assists.

Match HUD
· HUD Rework Details
    - 📢 Character-specific stock icons added.
    - Font updated.
    - Character Portraits
         - Background changed from a diamond to a square.
         - Added support for a "top" layer that allows character faces to pop out of their box.
         - Removed shaking from portraits.
         - Redrew all character portraits.
    - Assist Charge Bar
         - Assist portrait is now faintly visible when uncharged.
         - Slightly shrunk the bar vertically.
         - Added a highlight to the tip of your current amount of charge.
         - Added a slight fade to the left of the assist asset, replacing the box and hard cutoff.
    - HUD and KO blast now animate through the freeze frame at the end of matches.

Replays
· Now contains additional diagnostic data to help us investigate desyncs.
    - If you experience a desync while playing online, the best way to help get it taken care of is for all players to save their individual replay, and then send them to a developer on our Discord by using /help.

Port Colors
· Slightly adjusted the hex values for player port colors.

Sound
· Visually updated.

Gameplay
· Visually updated.

Graphics
· Visually updated.

Edit Undo Font
· Updated the capital ‘V’ letter.

Playable Characters

All Characters
· Ledge roll and dodge roll distance travelled increased. Ledge occupancy and roll off ledge functionality adjusted (more info the in Highlights section above)
· baseKnockback reduced and knockbackGrowth increased for most attacks across the cast.

CommanderVideo
· General
    - terminalVelocity increased (9.5 → 10)
    - 📢 aerialSpeedCap reduced (7 → 6.5)
    - 📢 dashSpeed reduced (10.5 → 10)
· Neutral Special
    - 📢 Startup increased (11 → 15)
    - 📢 Added 5 additional frames of startup after selecting direction before hitbox comes out.
    - Autolink point moved inward.
    - Tip multi-hit knockbackCap reduced (75 → 50)
    - Fixed backwards direction hitting outward instead of toward CommanderVideo.
    - Aerial version’s endlag adjusted to match the grounded version.
    - Final hit damage reduced (7 → 4)
    - Final hit baseKnockback reduced (70 → 50)
    - Final hit knockbackGrowth increased (35 → 60)
    - Tip hitbox extended inward.
         - This is a higher priority hitbox with lower knockback so targets don't get hit past the tip. Previously it was possible to get hit from the inside of this hitbox past it between hits since it was skinnier - this should now be less of an issue.
· Side Special
    - xSpeed reduced (10 → 9)
    - baseKnockback reduced (65 → 50)
    - knockbackGrowth increased (75 → 100)
    - Fixed bug preventing hit sound effect from playing if you started in the air and landed before hitting.
· Jab 1
    - Added missing rainbow trail visual.
· Dash Attack
    - baseKnockback reduced (75 → 55)
    - knockbackGrowth (55 → 80)
· Forward Tilt
    - Fixed pixel art placement.
    - Adjusted dust timing.
    - Post-IASA endlag adjusted (doesn’t impact frame data).
· Up Tilt
    - Hitbox size increased on the first few active frames.
    - baseKnockback reduced (60 → 50)
    - knockbackGrowth increased (75 → 90)
    - Pixel art slightly adjusted.
· Down Tilt
    - Hitbox extends slightly further forward.
· Forward Strong
    - Speed reduced (8.5 → 5)
    - Active frames reduced (9 → 6)
    - Adjusted hitbox so it doesn’t reach backward as far.
    - Reversible angle turned off.
· Up Strong
    - knockbackGrowth increased (75 → 80)
· Neutral Air
    - Now has three fewer active frames on the sourspot (25 → 23). Endlag remains the same.
    - Startup increased by 1 frame.
    - baseKnockback reduced (40 → 30)
    - knockbackGrowth increased (65 → 75)
· Forward Air
    - Startup increased (15 → 16)
    - baseKnockback reduced (40 → 30)
    - knockbackGrowth increased (60 → 85)
· Back Air
    - Hitbox height slightly reduced.
    - Damage increased (10 → 11)
    - baseKnockback reduced (55 → 25)
    - knockbackGrowth increased (80 → 85)
    - Strong hit knockbackGrowth increased (85 → 90)
· Up Air
    - 📢 Startup increased (5 → 7)
    - Hitboxes tightened.
    - baseKnockback reduced (45 → 25)
    - knockbackGrowth increased (50 → 80)
· Down Air
    - Slightly reduced size of hitbox.
    - knockbackGrowth increased (45 → 50)
· Forward Throw
    - baseKnockback (65 → 45)
    - knockbackGrowth increased (40 → 95)
    - Projectile knockbackGrowth reduced (45 → 0)
    - Projectile hitstopOffset increased (0 → 3)
· Back Throw
    - knockbackGrowth increased (45 → 66)
· Up Throw
    - Endlag reduced (18 → 17)
    - baseKnockback reduced (60 → 45)
    - knockbackGrowth increased (65 → 80)
· Ledge Attack
    - Angle adjusted (35 → 361)
    - Intangibility now ends the frame after the last hitbox.
· Ledge Roll
    - Speed increased (14 → 16)
· Dodge Roll
    - Speed increased (13 → 15)
· Run Turn
    - Corrected issue on pixel art.

Octodad
· General
    - terminalVelocity increased (9.25 → 9.75)
    - Weight increased (95 → 105)
    - Fall transition animation visually reworked, resulting in a horizontally shrunken hurtbox.
· Neutral Special
    - Final hit baseKnockback reduced (90 → 75)
    - Final hit knockbackGrowth increased (35 → 65)
· Side Special
    - Armor removed.
    - Hitbox sizes reduced.
    - Info box updated to reflect side special changes.
· Up Special
    - Fixed bug that prevented Octodad from grabbing walls that are facing the same direction as him.
         - This fix should also address him occasionally grabbing through terrain.
· Down Special
    - Endlag reduced (16 → 14)
    - Final hit baseKnockback reduced (60 → 40)
    - Final hit knockbackGrowth increased (55 → 80)
    - Fixed bug that prevented Octodad from grabbing walls that are facing the same direction as him.
· Jab 1
    - Tipper removed.
    - Hitbox size reduced.
· Dash Attack
    - Strong hit baseKnockback reduced (60 → 45)
    - Strong hit knockbackGrowth increased (45 → 70)
    - Sourspot baseKnockback reduced (50 → 40)
    - Sourspot knockbackGrowth increased (45 → 60)
· Forward Tilt
    - Startup reduced (10 → 9)
    - Endlag reduced (28 → 25)
    - Tipper baseKnockback reduced (80 → 60)
    - Tipper knockbackGrowth increased (70 → 95)
    - Sourspot knockbackGrowth increased (60 → 65)
· Up Tilt
    - Tipper baseKnockback reduced (65 → 40)
    - Tipper knockbackGrowth increased (45 → 80)
    - Tipper angle adjusted (80 → 85)
    - Sourspot baseKnockback reduced (55 → 45)
    - Sourspot knockbackGrowth increased (40 → 65)
· Down Tilt
    - Reduced time between hits by 2 frames.
    - Startup increased (9 → 10)
    - Added shieldstunMultiplier 2.5 to the first hit.
         - This change prevents the second hit from being parryable if the first hit is shielded.
    - Second hit hitstop and selfHitstop offset increased (4 → 6)
    - Second hit tipper baseKnockback reduced (75 → 50)
    - Second hit tipper knockbackGrowth increased (45 → 75)
    - Second hit sourspot baseKnockback reduced (50 → 40)
    - Second hit sourspot knockbackGrowth increased (40 → 65)
· Forward Strong
    - Moved IASA 1 frame earlier (FAF 60 → 59)
    - Sourspot knockbackGrowth increased (80 → 85)
· Up Strong
    - Endlag reduced (44 → 42)
    - Tipper hitbox size reduced.
    - Tipper baseKnockback reduced (60 → 55)
· Down Strong
    - Hitbox lasts longer (19 → 22)
    - Added 4 frames of IASA (FAF 73 → 69)
    - Strong hit baseKnockback reduced (50 → 45)
    - Strong hit knockbackGrowth increased (85 → 90)
    - Sourspot baseKnockback reduced (60 → 50)
    - Sourspot knockbackGrowth increased (75 → 80)
· Neutral Air
    - Increased landing lag by 1 frame.
    - Tipper baseKnockback reduced (62 → 40)
    - Tipper knockbackGrowth increased (70 → 80)
    - Sourspot baseKnockback reduced (55 → 40)
    - Sourspot knockbackGrowth increased (65 → 85)
· Forward Air
    - Endlag increased (15 → 16)
    - Increased landing lag by 1 frame.
    - Tipper hitbox size reduced.
    - Tipper angle adjusted (92 → 90)
    - Tipper baseKnockback reduced (55 → 40)
    - Tipper knockbackGrowth increased (60 → 75)
    - Sourspot angle adjusted (55 → 50)
    - Sourspot baseKnockback reduced (45 → 40)
    - Sourspot knockbackGrowth increased (50 → 85)
· Back Air
    - Endlag reduced (30 → 28)
    - Landing lag reduced (10 → 9)
    - Tipper baseKnockback reduced (65 → 45)
    - Tipper knockbackGrowth increased (70 → 85)
    - Sourspot baseKnockback reduced (55 → 45)
    - Sourspot knockbackGrowth increased (55 → 70)
· Up Air
    - Tipper now uses a lower priority hitbox.
    - Hitboxes redrawn.
    - Tipper stats now apply to the top two hitboxes.
    - Landing lag increased (9 → 10)
    - Tipper baseKnockback reduced (55 → 45)
    - Tipper knockbackGrowth increased (75 → 80)
    - Sourspot baseKnockback reduced (55 → 45)
    - Sourspot knockbackGrowth increased (65 → 75)
· Down Air
    - 📢 Increased startup by 1 frame.
    - 📢 Endlag increased (11 → 15)
    - 📢 Second hit angle adjusted (285 → 305)
    - Second hit sourspot angle adjusted (60 → 45)
    - Second hit sourspot knockbackGrowth increased (45 → 85)
· Grab
    - Fixed missing pixels on the pixel art.
· Forward Throw
    - Damage increased (8 → 9)
    - Endlag reduced (24 → 23)
    - baseKnockback reduced (50 → 35)
    - knockbackGrowth increased (60 → 80)
· Back Throw
    - Added 2 frames of IASA and reduced endlag by 3 frames. (FAF 57 → 52)
    - baseKnockback reduced (65 → 40)
    - knockbackGrowth increased (45 → 80)
· Up Throw
    - Startup increased (12 → 14)
    - Endlag reduced (18 → 17)
    - baseKnockback reduced (55 → 45)
    - knockbackGrowth increased (60 → 70)
· Down Throw
    - Endlag reduced (22 → 21)
    - baseKnockback reduced (65 → 60)
    - knockbackGrowth increased (55 → 65)
· Ledge Attack
    - Intangibility now ends after the active frames.
· Crash Attack
    - Intangibility now ends after the active frames.
· Ledge Roll
    - Increased distance to be comparable with other characters' increases.
    - 📢 Corrected incorrect pixel art colors on a couple of frames.
· Airdash
    - Pixel art adjusted.
· Parry Fail
    - Corrected missing pixel on animation.

Orcane
· General
    - terminalVelocity reduced (11 → 9.5)
    - shieldCrossupThreshold reduced (32 → 24)
    - Crawl functionality added.
    - Hurtboxes tightened on dash, crouch, airdash land and special fall.
· Airdash
    - airdashInitialSpeed reduced (11 → 10.5)
    - airdashSpeedCap reduced (13 → 12.5)
    - airdashAccelMultiplier reduced (0.4 → 0.3)
         - These changes result in an airdash that doesn’t move as far or as quickly as before.
· Neutral Special
    - Droplet projectiles can now be destroyed on hit.
    - Droplet projectile hitbox size reduced slightly.
    - Now links to the grounded version on land rather than cancelling.
· Down Special
    - Droplet projectiles can now be destroyed on hit.
    - Droplet projectile hitbox size reduced slightly.
    - Droplet reversibleAngle is now set to true.
    - Fewer bubbles spawn on detonation.
    - Bubbles hitstop reduced (5 → 4)
    - Bubbles hit refresh rate reduced (15 → 10)
    - Bubbles baseKnockback reduced (45 → 30)
    - Bubbles damage reduced (2 → 1)
    - Bubbles ySpeed reduced (-4 → -3)
· Up Special
    - 📢 Increased size of initial teleport sweetspot hitbox.
    - Initial vertical speed multiplier (orcahop) increased (1.45 → 1.5)
    - Grounded version no longer leaves a puddle behind.
    - baseKnockback reduced (70 → 60)
    - Teleport sweetspot knockbackGrowth increased (60 → 65)
· Jab 1
    - Can now be cancelled into a tilt if you hold a direction as you enter jab 2.
    - Startup increased (3 → 4)
    - Hitbox size reduced.
· Jab 2
    - Can now be cancelled into a tilt if you hold a direction as you enter jab 3.
    - Hitbox size reduced backward.
· Jab 3
    - Endlag increased (19 → 20)
    - baseKnockback reduced (45 → 40)
    - knockbackGrowth increased (65 → 70)
· Dash Attack
    - Startup increased (7 → 8)
    - IASA reduced by 4 frames (FAF 37 → 33)
    - Angle adjusted (45 → 50)
    - baseKnockback reduced (50 → 45)
    - knockbackGrowth increased (55 → 80)
· Forward Tilt
    - Damage increased (9 → 10)
    - baseKnockback reduced (50 → 35)
    - knockbackGrowth increased (70 → 85)
· Up Tilt
    - Hitbox size reduced.
    - Endlag increased (18 → 20)
    - Strong hit baseKnockback increased (55 → 60)
    - Strong hit knockbackGrowth increased (65 → 75)
    - Weak hit baseKnockback increased (40 → 50)
    - Weak hit knockbackGrowth increased (55 → 65)
· Down Tilt
    - Endlag increased (14 → 16)
    - Added a second hitbox covering the upper tail.
    - baseKnockback increased (55 → 80)
    - knockbackGrowth reduced (55 → 45)
· Neutral Air
    - Hitbox size reduced.
    - Landing lag increased (6 → 7)
    - baseKnockback reduced (50 → 40)
    - knockbackGrowth increased (70 → 90)
· Forward Air
    - 4 frames of IASA added (FAF 55 → 51)
    - gravityMultiplier reduced (0.1 → 0.05)
    - aerialSpeedCap increased (5.25 → 7)
    - 📢 Can no longer move forward during endlag.
    - Bubble projectile speeds adjusted.
    - Bubble projectile life reduced (39 → 35)
    - Bubble projectile damage reduced (2 → 1)
    - Bubble projectile baseKnockback reduced (40 → 30)
    - Bubble projectile hitstop reduced (2 → 1)
    - Bubble projectile angle adjusted (55 → 60)
    - Back hitbox hitstop and selfHitstop adjusted changed from auto calculation to 6 frames.
· Back Air
    - Hitbox sizes reduced.
    - Extended first hit hitbox forward.
    - Landing lag increased (7 → 8)
    - First hit baseKnockback reduced (45 → 40)
    - First hit knockbackGrowth increased (45 → 65)
    - Second hit baseKnockback reduced (65 → 45)
    - Second hit knockbackGrowth increased (75 → 85)
· Up Air
    - Landing lag increased (10 → 13)
    - IASA reduced by one frame (FAF 39 → 40)
    - Upward hit angle adjusted (90 → 85)
    - Upward hit damage reduced (11 → 9)
    - Upward hit knockbackGrowth increased (75 → 85)
    - 📢 knockbackGrowth increased (75 → 80)
    - 📢 Spike hit baseKnockback reduced (45 → 30)
    - 📢 Spike hit knockbackGrowth reduced (50 → 45)
· Down Air
    - baseKnockback reduced (35 → 20)
· Forward Strong
    - 📢 Unboosted damage increased (9 → 10)
    - 📢 baseKnockback increased (45 → 50)
    - baseKnockback reduced (65 → 45)
· Down Strong
    - 📢 Unboosted damage increased (9 → 10)
    - Startup increased (12 → 13)
    - baseKnockback reduced (70 → 55)
· Forward Throw
    - Normal version baseKnockback reduced (55 → 35)
    - Normal version knockbackGrowth increased (65 → 80)
    - Puddle version baseKnockback reduced (60 → 40)
    - Puddle version knockbackGrowth reduced (75 → 80)
· Up Throw
    - baseKnockback reduced (70 → 45)
    - knockbackGrowth increased (75 → 80)
· Down Throw
    - Damage increased (8 → 9)
    - baseKnockback reduced (60 → 50)
    - knockbackGrowth increased (75 → 85)
· Ledge Attack
    - Intangibility now ends after the hitbox has been active for 2 frames rather than before.
    - Hitbox size significantly reduced.
    - Angle adjusted (40 → 45)
    - IASA reduced by 1 frame (FAF 40 → 41)
· Crash Attack
    - Intangibility now ends after the second hit rather than before.
    - Startup reduced (20 → 18)
    - Removed outdated angle update that made the second hit hit the wrong way.
· Dodge Roll
    - Speed increased (12.5 → 14.5)
· Ledge Roll
    - Speed increased (13 → 15)

Ultra Fishbunjin 3000
· General
    - terminalVelocity increased (9.25 → 9.75)
    - ECB hip width increased (60 → 70)
· Neutral Special
    - Fixed bug that allowed you to clutch twice if you clutched and landed during the aerial version.
· Up Special
    - Can now sweetspot the ledge while still rising near the end of the animation.
· Side Special
    - baseKnockback reduced (80 → 60)
    - knockbackGrowth increased (50 → 80)
· Dash Attack
    - Hitbox size slightly reduced.
· Forward Tilt
    - Hitbox size reduced.
    - Startup increased (7 → 8)
    - knockbackGrowth increased (55 → 75)
· Up Tilt
    - baseKnockback reduced (45 → 30)
    - knockbackGrowth increased (45 → 85)
· Down Tilt
    - Leg hitbox baseKnockback reduced (60 → 45)
    - Leg hitbox knockbackGrowth increased (45 → 85)
    - Added a second hitbox to better reflect the leg’s actual position.
    - Dumbbell hitbox increased baseKnockback (45 → 55)
    - Dumbbell hitbox knockbackGrowth increased (45 → 85)
· Down Strong
    - baseKnockback decreased (50 → 30)
    - knockbackGrowth increased (40 → 50)
· Neutral Air
    - Hitbox size slightly reduced.
    - baseKnockback reduced (45 → 30)
    - knockbackGrowth increased (50 → 75)
· Forward Air
    - Reduced hitbox sizes marginally, mainly the sweetspot.
    - Sweetspot baseKnockback reduced (50 → 25)
    - Sweetspot knockbackGrowth increased (80 → 85)
    - Sourspot baseKnockback reduced (60 → 50)
    - Sourspot knockbackGrowth increased (50 → 70)
· Back Air
    - baseKnockback reduced (55 → 30)
    - knockbackGrowth increased (85 → 90)
· Up Air
    - baseKnockback reduced (55 → 40)
    - knockbackGrowth increased (90 → 95)
    - Sourspot knockbackGrowth increased (65 → 75)
· Forward Throw
    - Endlag reduced (13 → 12)
· Back Throw
    - Endlag reduced (22 → 20)
· Up Throw
    - Endlag reduced (27 → 20)
    - baseKnockback reduced (55 → 35)
    - knockbackGrowth increased (55 → 75)
· Down Throw
    - Endlag reduced (29 → 27)
· Ledge Attack
    - 📢 Endlag increased (15 → 18)
    - Intangibility now lasts through the first three active frames.
· Ledge Roll
    - Speed increased (14 → 16)
· Dodge Roll
    - Speed increased (14 → 16)

The Watcher
· General
    - Calm terminalVelocity reduced (10 → 9.75)
    - Wrath terminalVelocity reduced (12 → 10)
    - Fixed bug that caused her to take additional knockback during strong attacks.
    - 📢 Corrected incorrect pixel art colors on a couple of frames of the jump cycle and wavedash animations.
· Divinity
    - 📢 Fixed a bug that allowed you to switch to a divinity special move if landed and gained during a calm special move.
· Parry
    - Now grants mantra.
· Calm Neutral Special
    - Added 3 frames of IASA and reduced endlag by 3 frames. (FAF 55 → 49)
    - baseKnockback reduced (70 → 50)
    - knockbackGrowth increased (60 → 85)
    - Aerial version of pixel art added.
· Wrath Neutral Special
    - Hitbox size increased on linking hit.
    - Linking hit baseKnockback increased to help with linking more reliably.
    - Aerial version of pixel art added.
· Divinity Neutral Special
    - Adjusted hitboxes to better match the animation.
         - Overall the middle circle is covered better and the hitboxes on the radial beams are a bit thinner, plus an extra hitbox.
    - Stats normalized between air and ground versions
         - Ground damage reduced (15 → 10)
         - Air hitstop increased (60 → 70)
    - Aerial version of pixel art added.
· Side Special
    - 📢 Active frames increased (1 → 2)
    - Hitbox size increased.
    - 📢 Fixed bug that caused grounded version to go to special fall if the destination was in the air.
    - Calm and Wrath hitstopOffset increased (15 → 18)
    - Divinity startup reduced by 8 frames.
    - Divinity stats changed to match Divinity Neutral Special.
    - Fixed bug that caused portal to disappear when she grabbed a ledge or IASA’d.
    - Hurtboxes tightened.
· Up Special
    - Divinity stats changed to match Divinity Neutral Special (while retaining 7 hitstopOffset and selfHitstopOffset).
· Down Special
    - 📢 Fixed bug that caused calm sound effect to play twice when landing.
    - 📢 Normalized sound effect timing between aerial and grounded versions.
    - Aerial version of pixel art added.
    - Pixel art adjusted.
· Jab 1
    - Hitbox doesn’t reach as far backward.
· Jab 2
    - Hitbox doesn’t reach as far backward.
· Dash Attack 1
    - Endlag reduced (21 → 17)
    - 📢 Corrected incorrect pixel art colors on a couple of frames.
· Dash Attack 2
    - Added a third hitbox on the first 2 active frames to better represent the smear and interpolated motion.
    - Calm knockbackGrowth increased (65 → 85)
    - Wrath knockbackGrowth increased (60 → 80)
· Forward Tilt
    - Calm startup reduced (17 → 15)
    - Calm baseKnockback increased (75 → 25)
    - Calm knockbackGrowth increased (65 → 75)
    - Wrath endlag reduced (25 → 28)
    - Wrath tipper baseKnockback reduced (60 → 35)
    - Wrath tipper knockbackGrowth increased (65 → 85)
    - Wrath sourspot baseKnockback reduced (55 → 35)
    - Wrath sourspot knockbackGrowth increased (50 → 75)
    - 📢 Corrected incorrect pixel art colors on a couple of frames.
· Up Tilt
    - Calm endlag slightly reduced (20 → 19)
    - Calm baseKnockback reduced (70 → 55)
    - Calm knockbackGrowth increased (65 → 85)
    - Wrath startup reduced (12 → 10)
    - Wrath baseKnockback reduced (60 → 55)
    - Wrath knockbackGrowth increased (65 → 85)
· Down Tilt
    - Calm angle adjusted (90 → 85)
    - Calm baseKnockback reduced (60 → 40)
    - Calm knockbackGrowth increased (45 → 85)
    - Wrath baseKnockback reduced (60 → 35)
    - Wrath knockbackGrowth increased (45 → 60)
· Up Strong
    - Startup reduced (26 → 22)
    - Hitbox max strength duration increased (2 frames → 3 frames)
    - knockbackGrowth increased (60 → 65)
· Neutral Air
    - Hitbox sizes reduced.
    - Sourspot active frames reduced slightly (23 → 21)
    - Calm baseKnockback decreased (45 → 35)
    - Calm knockbackGrowth increased (65 → 80)
    - Wrath angle adjusted (55 → 361)
    - Wrath baseKnockback decreased (40 → 30)
    - Wrath knockbackGrowth increased (65 → 80)
· Forward Air
    - Calm baseKnockback reduced (45 → 30)
    - Calm knockbackGrowth increased (75 → 85)
    - Wrath baseKnockback reduced (45 → 35)
    - Wrath knockbackGrowth increased (65 → 75)
· Back Air
    - Sweetspot baseKnockback reduced (55 → 35)
    - Calm sweetspot knockbackGrowth increased (65 → 75)
    - Calm sweetspot angle adjusted (45 → 60)
    - Calm sourspot baseKnockback reduced (55 → 35)
    - Calm sourspot knockbackGrowth increased (45 → 65)
    - Wrath active frames reduced (13 → 6)
    - Wrath no longer has a late hit.
    - Wrath baseKnockback reduced (55 → 35)
    - Wrath sweetspot knockbackGrowth increased (65 → 85)
    - Wrath sourspot knockbackGrowth increased (45 → 65)
· Down Air
    - Hitbox size reduced.
    - Spike hitbox is now covered by a lower-priority sourspot.
    - Active frames reduced (7 → 4)
    - Calm sourspot angle adjusted (270 → 70)
    - Calm sourspot damage reduced (8 → 7)
    - Calm sourspot baseKnockback increased (30 → 35)
    - Calm sourspot knockbackGrowth increased (45 → 75)
    - Wrath sourspot angle adjusted (260 → 60)
    - Wrath sourspot damage reduced (9 → 8)
    - Wrath sourspot baseKnockback increased (30 → 35)
    - Wrath sourspot knockbackGrowth increased (45 → 75)
    - 📢 Corrected incorrect pixel art colors on a couple of frames.
· Grab
    - Forward range increased slightly.
· Up Throw
    - Endlag reduced (21 → 19)
    - Damage increased (8 → 10)
    - baseKnockback reduced (65 → 25)
    - knockbackGrowth increased (65 → 75)
· Down Throw
    - Endlag slightly reduced (25 → 24)
    - Damage increased (8 → 10)
    - baseKnockback reduced (65 → 50)
· Back Throw
    - Damage increased (8 → 10)
    - baseKnockback reduced (55 → 35)
    - knockbackGrowth increased (50 → 65)
· Ledge Attack
    - Intangibility now lasts through the first three active frames.
    - Angle adjusted (35 → 361)
    - Hurtboxes tightened.
· Crash Attack
    - Intangibility now lasts through the second hitbox.
· Ledge Roll
    - Speed increased (14 → 16)
· Dodge Roll
    - Speed increased (14 → 15)
· Emote
    - 📢 Corrected incorrect pixel art colors on a couple of frames.

Welltaro
· General
    - 📢 Jump Speed increased (7 → 7.5)
    - terminalVelocity adjusted (9.75 → 9.5)
· Projectiles
    - 📢 Fixed bug that allowed airdash, double jump and heart balloon projectiles to sometimes hit twice.
· Double Jump
    - Vertical speed boost reduced (8 → 7)
    - Destroy portion of animation now retains vertical momentum.
· Aerial Speed
    - Cap reduced (6.5 → 6)
· Side Special
    - Reworked with a brand new concept.
· Neutral Special
    - Exploding animation is no longer attached to rope physics.
    - Balloon no longer spawns upside down for a frame.
· Up Special
    - Now restores ammo on hit.
    - No longer goes into special fall on hit.
    - Can only be used once before landing.
    - Vertical speed slightly increased.
    - 📢 Active frames reduced (5 → 2)
    - 📢 Hitbox size reduced.
    - 📢 Startup increased by 3 frames.
         - Animation will be slightly adjusted in a future patch.
    - baseKnockback reduced (90 → 60)
    - knockbackGrowth reduced (50 → 80)
· Down Special
    - 📢 Fully restatted to hit upward.
    - Adjusted hitbox to better match the animation, resulting in a smaller horizontal size.
· Dash Attack
    - baseKnockback reduced (50 → 45)
    - knockbackGrowth increased (55 → 70)
· Forward Tilt
    - baseKnockback reduced (60 → 35)
    - knockbackGrowth increased (45 → 65)
· Up Tilt
    - Hitboxes redrawn to be smaller and follow the attack more closely.
    - baseKnockback reduced (70 → 55)
    - knockbackGrowth increased (45 → 80)
· Down Tilt
    - Damage increased (6 → 7)
    - baseKnockback reduced (75 → 50)
    - knockbackGrowth increased (45 → 80)
· Neutral Air
    - Reduced hitbox size (especially inward) on both hits.
    - First hit active frames reduced (4 → 2)
    - First hit baseKnockback increased (50 → 60)
    - First hit given a knockbackCap of 75
    - First hit given TumbleType.NEVER
    - Fixed misnamed hurtbox.
    - 📢 Corrected incorrect pixel art colors on a couple of frames.
· Up Air
    - Active frames reduced (10 → 6)
    - Hitbox sizes reduced.
    - Angle adjusted (75 → 60)
    - Early hit baseKnockback reduced (60 → 40)
    - Early hit knockbackGrowth increased (75 → 90)
    - Late hit damage reduced (6 → 5)
    - Late hit baseKnockback reduced (60 → 45)
    - Late hit knockbackGrowth increased (25 → 80)
· Down Air
    - Projectile can now be destroyed by attacks.
· Forward Air
    - Reduced size of spike hitbox.
    - Spike hitbox is now only the lower hitbox on the boot.
    - Moved IASA 2 frames later (FAF 36 → 38)
    - Early hit baseKnockback reduced (60 → 40)
    - Early hit knockbackGrowth increased (50 → 70)
· Down Strong
    - baseKnockback reduced (60 → 50)
· Forward Throw
    - knockbackGrowth increased (55 → 70)
    - Shots now tick down ammo.
    - 📢 Corrected incorrect pixel art colors on a couple of frames.
· Up Throw
    - Endlag reduced by 2 frames (20 → 18)
· Down Throw
    - Shots now tick down ammo.
· Crash Attack
    - Angle adjusted (35 → 361)
· Ledge Attack
    - Intangibility now lasts through the first three active frames.
    - Angle adjusted (35 → 361)
· Ledge Roll
    - Speed increased (14 → 16)
· Dodge Roll
    - Speed increased (14 → 15)
· Airdash
    - Using airdash from the ground now properly uses ammo.
· Emote
    - 📢 Corrected missing pixels.
    - Added custom box positioning for Heart Balloon.

Assists

General
· HUD
    - Positioning adjustments made to The Bard, Diogenes, Fancy Pants Man, Josef, Nikandreos and Lea’s HUD positioning.

The Bard
· Wheel spawn speed increased (30 → 24)
· Grounded opponent minimum angles adjusted (0 → 25) and (180 → 155)
· Pixel art adjusted.

Cadence
· assistChargeValue reduced (100 → 80)

Diogenes
· Pixel art adjusted.

Fancy Pants Man
· Large Pixel Art
    - Pixel art adjusted.
· HUD
    - Pixel art adjusted.

The Kid
· Startup reduced by 5 frames.

Lady Luck
· Dice
    - 📢 Lady Luck no longer goes into her laugh animation when dice hit a shield.
    - Jester baseKnockback reduced (50 → 35)

Lea
· Pixel art adjusted.

Octodad
· Bug Fix
    - Can no longer grab the owner.

Peppino
📢 Startup increased (1 → 10)

Rhythm Doctor
· assistChargeValue reduced (60 → 50)

Rockman
· Attack
    - 📢 Hitbox size reduced.
    - 📢 Reduced size of detection box.
    - Damage reduced (18 → 17)

Stardrop
· Added to the game.

The Watcher
· Wrath
    - 📢 Staff now glows red instead of blue.
    - 📢 Added the missing back effect layer.
    - 📢 Added a dust effect.

Welltaro
· Hitstop reduced (20 → 15)
· Startup increased by 6 frames.

Stages

Respawn Positions
· Standardized to the center across stages.

Sloped Terrain Bug Fixes
· Running off of a flat structure onto the top of a descending structure now behaves more consistently.
· Moving from a flat floor to an upward angled floor should no longer cause the character to fall between the terrain.
· Most angled floors no longer alter various movement speeds, including running and dodge rolling.
· Note - this section only applies to custom content, as none of the stages in the main game use sloped floors (for now!).

Merchant Port
· Fixed bug that caused the rotating platforms on the hazard version to sometimes take you under the stage.

Custom Content

You can now nudge character and assist portrait positions on the match start doors.
· Use "x_offset_door", "y_offset_door", "x_offset_door_ffa" and "y_offset_door_ffa" in the content’s manifest under the ui -> render section.

Parry
📢 Fixed bug that made counterboxes fail a parry check when not used in the parry_in state.

Character Template v0.2.6

https://github.com/Fraymakers/character-template/releases/tag/0.2.6

HUD
· Added a few visual aids and comment guides to the sections regarding the refreshed HUD.
· Added stock icon.
· Added support for a top layer where your character can appear on top of the HUD.
    - Note: The top layer of the HUD is not constrained by a mask. We decided that content creators would probably appreciate that level of freedom (while trusting that projects that take advantage of the ability to block the screen won’t be highly rated). Also, this allows for creators to easily create HUD assets that aren’t downscaled to Fraymaker’s pixel resolution if they’d like.
· Added new fields to the manifest correlating to the new stock icon and hud top layer assets.

Ledge Climb
· Fixed the ledge_climb_in and ledge_climb animations being swapped (again).

AnimationStats
· Corrected misnamed walk loop animation.

Stage Template 0.2.1

https://github.com/Fraymakers/stage-template/releases/tag/0.2.1

· Added new example Camera Anchor boxes.

Fraymakers Api Types Plugin v0.3.10

https://github.com/Fraymakers/api-types-plugin/releases/tag/0.3.10

Fraymakers Metadata Definitions Plugin v0.4.0

https://github.com/Fraymakers/metadata-plugin/releases/tag/0.4.0

· Added new CAMERA_ANCHOR_BOX type to stage collision box layers
Trench Tales - Lord Magnus Vortigan
Update Notes

- Throw grenade animation is now 20% faster.

- Barrel grenades with sticky properties will now knock down enemies on impact.

- Improved direction on shooting of barrel grenades.

- Added some new level art to the open world map.
Starship Simulator Dev Playtest - Fleetyard Studios
  • Fixed the "Out of Range" message on the Long Range sensors lingering behind the list of stellar targets.,
  • Fixed bug 1481 - Lift peculiarities.
  • The main lift doors will no longer close on players.
  • Added Open/Close buttons to the interior lift panel.
Bodycam - Lucadass11
Bodycam – Hotfix V0.1.4.1a • Bug Fixes & Cleanup

⚠️ QUICK HOTFIX NOTICE
  • This hotfix addresses several gameplay, UI and spawning issues reported after the latest update.

Patch Notes
  • Fixed “Free cam” issue while playing TDM in Backrooms
  • Fixed zombie rounds not starting
  • Adjusted fall-damage sensitivity (was too strict)
  • Fixed hosts being removed from the scoreboard
  • Fixed hosts not spawning with weapons
  • Resolved kills sometimes not counting
  • Removed FAL skins that appeared in operator-skin selection
  • Fixed occasional T-posing
  • Fixed Season Rewards not displaying
  • Fixed weapon/character skins not displaying in matches
  • Fixed round-end screen showing “Round lost” twice
  • Removed black mold from BombHouse
  • Fixed zombie instant-kill bug


Thanks for the quick feedback!.
Lets Get Loot! - LGLTeam
⚙️ **Patch 3.45 – Lag Reduction & System Improvements** ⚙️

This patch focuses heavily on reducing **end-game lag**, while laying the groundwork for exciting future features like **Item Set Bonuses**. Several performance tweaks and balance updates have been made to improve gameplay flow in high-level progression.

🛠️ **Performance & Gameplay Improvements**
-- Reduced end-game lag with **adjustments to loot processing**, **player stat calculations**, and **inventory limits** (max 10 items looted per enemy).
-- Player **level-up behavior has been optimized** to resolve all level-ups instantly before continuing enemy spawns.
-- Stat calculation updates aim to improve **game responsiveness in later stages**.
-- Soft-cap added to experience gain to temporarily address an exploit (a permanent solution is in the works).

🔄 **Mechanics & Quality-of-Life Changes**
-- Added **Golden Skulls per second/minute/hour** display to the game screen.
-- Implemented **partial crit chance overflow**: any crit chance above your class max is now partially converted into crit damage.
-- The **Succubus' flying head** companion now resets its attack timer when an enemy dies, just like the player.
-- **Dark Benediction** no longer refreshes its timer if already active, but will **now update its bonus values** if the newly triggered effect has higher damage/health modifiers.

🧪 **Coming Soon**
-- Inventory screen updated in preparation for the **Item Set Bonus system**, coming in a future patch!

---

🧠 **Developer’s Note**
Patch 3.45 was all about improving performance, especially in long or idle-heavy late-game runs. If you continue to experience lag or odd behavior after this update, **please report it directly** so we can keep optimizing!

Cave Crawlers - GhostSpartan117
Cave Crawlers!!!

Release Date
The release of the 0.81 update, including the new gear changes, campfires, and many more features is releasing very soon! We plan to release the update on Friday, May 23rd at 5PM EST

Experimental
The update is currently live and playable on experimental! If you are unsure on how to play the experimental branch, you can check it out by following the video below!

Wild West : The Last Cowboy - dmong.v
Howdy, Gunslingers!
This is the Wild West Development Team 🤠

We’ve got some exciting updates for you today!

🎯 Russian Roulette Mode
We’ve been working intensively on this brand-new mode for over a month!
An extreme PvP mode where mind games and luck collide is finally here.

🎓 Tutorial Improvements
We’ve added guide animations to help new players get started more smoothly.
The tutorial is now more detailed, helping players naturally learn how to shoot and understand the game flow.
In particular, we’ve added a duel section against NPCs so you can build up your real combat instincts.

🗺️ Map Structure Improvements
We’ve fine-tuned the lighting colors and restructured object placements.
The environment now feels more authentic to the Wild West and much more lively, with clearer movement paths.

🕹️ VR Movement Enhancements
We’ve refined player movement synchronization in VR,
making actions look much more natural to other players.
6: 28pm
Quest of Legend - wise75309
GotIt Save Edit Post Game access
6: 25pm
Dras'lia - Ashy
minor fix
6: 24pm
Chronomon - Stone Golem Studios
Early Access .7986

--- Features ---
  • Boss monsters now show icon when hovering over them,

--- Other Changes ---
  • Inventory controller move speed reduced,
  • Scared monsters no longer try to attack if going into battle, then running and being too close,
  • Being stung by a bee now returns the player back to its original color,
  • Black screen showing below Vice Approach,
  • BBQ timer on before placing items on it,
  • Recyclaw has splash skill twice,
  • Trout added to rivers,

--- Balancing ---
  • Severe sell price balancing on all items,
  • Seed costs changed to reflect total season profit,

--- Bugs ---
  • Farm monsters not working on the forge,
  • Quick swapping mon to PC when it is following doesn't remove it,
  • Removing monster from farm while working on forge doesn't stop the timer,
  • Removed using the scanner from bag in battles (use button above run for now on) causing soft lock,
  • Player no longer moves when attacking, letting the monster move. This keeps from accidentally getting game freeze if walking in front of a trainer,
  • Chrono menu showing up blank after completing job in town where you give a mon,
  • Issues in town board with controllers,
  • Crop Czar achievement not completing
...

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