Skullgirls 2nd Encore - Hidden Variable Studios
Hello,

Today we have a small update addressing a few additional bugs on Steam. While there have been some small patches for Skullgirls on Steam which have already included some of these changes, the following is a complete list of every combat and gameplay change made since the last version released on other platforms for easy reference.

If there are no immediate issues with this build, we will be releasing it on all other platforms as soon as we are able. Of course, if you discover any issues, they can can be reported using the following channels:

Discord: https://discord.com/invite/skullgirls

Skullheart Forums: https://skullheart.com/



Combat
  • Fixed a bug where blocking a hit on the last frame of a Reaction Shot (Push Block) would cause undesired movement.
  • Fixed a bug where Beowulf could lose access to throwing his chair as an assist (such as when using Hurting Hurl) if he performed a Blockbuster Ensemble (DHC) before catching his chair from EX Take a Seat.
  • Fixed a bug where Beowulf and Cerebella could not perform super jumps using 360 or 270 motions when they had less than the Dramatic Tension (Meter) required to activate their 360 moves.
  • Fixed a bug where performing Beowulf's taunt as one character was defeated and as the next one arrived could cause his next EX Grapple Stance moves to deal less damage unexpectedly.
  • Black Dahlia's "Tea Slip" (QCB + K when doily is placed)
    • Now has extra recovery when teleporting far away. Extra recovery is between 0F to 11F depending on the distance. The extra recovery does not apply if the opponent is in hitstun.
    • After teleporting to a doily, Black Dahlia has a 4 second cooldown before she can throw another doily with "Tea Time" (QCB + K when doily is not placed)
    • Feathers from her cape will appear at the teleport location. The feathers will vanish when the cooldown period is over.
    • The maximum distance that Black Dahlia can teleport has been reduced to about one screen length instead, down from two screen lengths.
Misc
  • Fixed a bug where Annie didn't have any sounds, including voice acting. (PS4 ONLY)
  • Fixed a bug where Double's 4th trial combo wasn't able to be completed.
  • Fixed various translation issues.


(Version 3.7.14)
Skullgirls 2nd Encore - Hidden Variable Studios
Hello,

A small update today to address reports related to spectating since the last patch.


Steam Networking Update
  • A small additional change to the last update to, hopefully, address issues being experienced when spectating fights.


(Version 3.7.13)
Skullgirls 2nd Encore - Hidden Variable Studios
Hello,

This update contains one major upgrade to Skullgirls 2nd Encore's networking on Steam and a small handful of bug fixes. Read on for more details:


Steam Networking Update
There have been some elevated reports of connectivity issues with the Steam version of the game. This included, but wasn't limited to:
  • The game disconnecting in the middle of gameplay after playing with the opponent for some amount of time. Usually a handful of rounds.
  • The game disconnecting in between rounds or when loading into the very first round from the character select screen.
  • Other issues where connections can’t reliably be established between two players for whatever reason.
Hoping to address these issues and future-proof Skullgirls, we have upgraded the underlying Steam networking code to the latest version. This means Skullgirls now leans more on Steam to find and establish the best possible connection between players, either via direct connection or via Steam's datagram relays.

As part of this update, we've also updated the in-fight connection indicator. The "connection bars" have been replaced with a ping display.


This ping display operates using the same logic as the ping previews that exist in lobbies and quick matches. The color of the ping reading may change from green to yellow, or yellow to red, depending on ping and the jitter which is calculated in the background.

You can keep the in-game ping display on during the entire fight by using the Steam launch option
-showping
Also in this update, ping times are averaged over a shorter duration of time compared to before. Small adjustments and hiccups in your ongoing connection will make a bigger difference on the ping display, whereas before they may have not been reported.

We have high hopes that all these changes will improve the online experience of Skullgirls 2nd Encore, but any issues can be reported using the following channels:

Discord: https://discord.com/invite/skullgirls

Skullheart Forums: https://skullheart.com/


BUG FIXES

COMBAT
  • Fixed an issue where getting hit on the last frame of Pushblock could result in strange fighter velocities.
MISC
  • Fixed an issue where Double's 4th Trial was Incompletable
  • Fixed an issue with Umbrella's 1st Trial where the incorrect inputs were being shown
  • Fixed an issue with the Diamond Dynamo tutorial in Brazilian Portuguese


(Version 3.7.12)
Skullgirls 2nd Encore - hiddenjesse
Hello everyone!

With Combo Breaker 2024 and the 2024 Skullgirls Championship Series concluded, the long awaited balance adjustments update for Skullgirls 2nd Encore is now available on all platforms!

This update also includes Valentine's new cross design and other recent updates from the playable Beta on Steam.

Check out the full details here:
{LINKKI POISTETTU}

At this time, the Skullgirls 2nd Encore beta launch option is also being closed down. We thank everyone for all the feedback they provided during the crucial beta periods!

Sincerely,
Hidden Variable Studios



(Version number 3.7.10)
Skullgirls 2nd Encore - Liam
Hello

Today's update resolves a small bug for Eliza, and contains some miscellaneous fixes.



MISC
  • Fixed translation errors for recently updated tutorials.
  • Updated the 2D version of Hilgard's Castle (Nightmare) to match the recently updated 3D version.
  • Fixed a visual artifact on the floor in the SGCS 2024 stage.
  • Added a few more pieces in the Art Gallery with Valentine's new design.
ELIZA
  • Fixed a bug where using Crimson Scourge from Eliza form would sometimes have invincibility last too long on Sekhmet.


(Version number 3.7.9)
Skullgirls 2nd Encore - Liam
Hello

This morning's update contains some minor bug fixes and tweaks to last nights update.



PARASOUL
  • Egret Dive no longer has an invisible health bar when taking projectile damage, and will block an unlimited amount of projectiles.
    (... It was extremely rare to cause the move to end early from projectiles in the past. Now that the dive lasts longer, it is more common to trigger, but was confusing and unpredictable.)
UMBRELLA
  • Fixed a bug where Umbrella's new Taunt while used when Starving would not activate if pressing LP before pressing LK.
  • Reduced total animation time for Umbrella's new Taunt while Starving.



(Version number 3.7.8)
Skullgirls 2nd Encore - Liam
Hello

Today's beta update contains final tweaks and bug fixes to prepare for releasing this balance update on consoles soon. This is likely the final patch for this balance patch cycle. Full update notes will be compiled on our official forums closer to the release date after Combo Breaker 2024.



MISC / ALL
  • Reduced saturation and improved visibility on Hilgard's Castle Nightmare per player feedback.
  • Minimum scaling for starting a combo at max Drama (Undizzy) is now 45% instead of 35%.
    (... Crossing over into max Undizzy during a combo still immediately scales damage to 55% just as before in Retail)
  • Reverted armor damage reduction experiment from last update back to retail values.
    (... The differentiation is as follows: Armored normals take 100% incoming damage, and armored Special Moves and Blockbusters take 50% of the incoming damage. An exception is being made to Painwheel's Buer Overdrive Blockbuster so that she can reflect the full incoming damage back at attackers. Eliza's cHK and Sekhmet also do not follow these rules as an exception.)
  • Fixed a bug where the Drama / Undizzy bar would not update properly in rare occasions when Undizzy switched from a negative value to a positive value if both values had the same absolute value.
BEOWULF
  • While without his chair, The Hurting, he no longer takes damage from blocking bursts.
  • cMK no longer interacts with projectiles - Ms. Fortune's head no longer blocks the body from being grabbed off the ground by this move.
  • Mid-air finishers from Grab Stance no longer apply hitpause to Beowulf when hitting nearby assists. This ensures consistent timing when doing finisher + assist call combos, even if another enemy assist is nearby and struck by a finisher.
BLACK DAHLIA
  • Increased delay between the two hits of Ice Shot, making it more advantageous on block and freezing the opponent for a little longer.
  • When the first hit of jHK connects against a point character, the second hit will launch assists less high.
    (... This helps shots fired after jHK connect against the point character instead of having the assist character absorb the blow. Big Band is big (and band) and will likely still block shots from time to time.)
DOUBLE
  • Updated all moves that feature Valentine with her new updated design. Impacted moves: cHK, sLK, jMK, Nightmare Legion.
ELIZA
  • Fixed a bug where hitting Sekhmet with an outtake would not have her bounce off the wall after the last update.
  • Fixed a bug where Squigly's Daisy Pusher would not work correctly after hitting Sekhmet in the last update.
  • Fixed a bug where using Eliza's taunt with specific timing could cancel a friendly assist call.
MARIE
  • Extended sLK hitbox all the way down to the floor, to prevent it from whiffing against characters on the ground.
  • Improved Marie Go 'Round hitbox by extending it downwards towards the floor.
  • Improved sMP hitbox by extending it downwards towards the floor.
  • Reduced Marie Go 'Round (M) startup by 2F.
  • Fixed an issue where Marie was using some old temporary unfinished art when being bounced off the ceiling from Black Dahlia's Buck Shot.
MS. FORTUNE
  • Air Throw now properly starts Ms. Fortune off at IPS Stage 3 instead of Stage 2, which was not working correctly last update. This now only occurs if Ms. Fortune has her head removed.
PARASOUL
  • Reduce how long the Egret stays on the screen by 13F, when using Egret Dive.
ROBO-FORTUNE
  • When Robo-Fortune explodes from Systemic Circuit Breaker, her body double lands 6F faster to ensure she is safe from "PBGC" attempts which were made easier as a result of the Reaction Shot (pushblock) changes.
UMBRELLA
  • s.F+HP (Grow) damage reductions: 250x3, 400 → 200x3, 300
  • s.F+HP (Slam) damage reductions: 1100/1400/1700 → 1100/1250/1500
  • Slurp n Slide is now +1 on block when Umbrella is Satiated, down from +2.
    (... Reminder that Umbrella does not have a buffer to attack as soon as possible after this move ends.)
  • When using Tongue Twister or Salt Grinder in the same combo where the Hunger Meter was already raised, these moves deal 20% less damage.
  • When performing Taunt while Umbrella is in the Starving state, she will now feed Hungern a snack and enter the Satiated state.
    (... Unlike other taunts, this taunt cannot be cancelled - it is intentional.)
  • The following moves now launch heavier characters higher than before: Bobblin' Bubble, jHP (Overstuffed), Salt Grinder (Overstuffed).
  • Reduced the range of the initial command grab hitbox of Tongue Twister.
  • Reduced duration (80F → 40F) of Wishmaker capture when done while Ravenous.
  • Reverted a change where Umbrella would dismount further forwards when doing Slurp n Slide while Ravenous, since it was making some combos harder than intended.
  • Fixed a bug where the Satiated version of Slurp n Slide did not receive the damage boost listed in the last update notes.
VALENTINE
  • Reverted 4F increase in hitstun on jHK[1] back to retail values.



(Version number 3.7.7)
Skullgirls 2nd Encore - JuJuBlu
SGCS Curtain Call's feature the strongest Skullgirls competitors from around the globe. Watch them compete for a trip to Combo Breaker and the Skullgirls World Championship.

  • Europe - 12PM US Central Time ( Local: 6PM British Summer Time, 7PM Central European Summer Time, 8PM Eastern European Summer Time)
  • South America - 4PM US Central Time (Local: 4PM Colombia/Peru/Ecuador, 5PM Chile, 6PM Argentina)
Skullgirls 2nd Encore - JuJuBlu
SGCS Curtain Call's feature the strongest Skullgirls competitors from around the globe. Watch them compete for a trip to Combo Breaker and the Skullgirls World Championship.

  • Brasil - 2PM US Central Time (Local: 4PM Brasilia Standard Time)
  • North America - 6PM US Central Time (Local: 4PM US Pacific Time, 5PM US Mountain Time, 7PM US Eastern Time)
  • East Asia - 10PM US Central Time (Local: 12PM Sunday 5.5.24 Japan Standard Time)
Skullgirls 2nd Encore - Liam
Hello,

Today's update includes more tuning and bug fixing, as well as updates to tutorials to reflect some of the latest changes. Note that translations and new text is only in ENGLISH for now - but please let us know if you spot anything missing or incorrect! This is very close to a potential version that could be finalized and released on consoles sometime after COMBO BREAKER 2024 (May 24th). Please let us know if you see issues, bugs, or have feedback about this patch.

Bug reports are best left in the #2e-bugs channel of the official Discord: https://discord.gg/skullgirls

Feedback is best left on our official forums: https://skullheart.com/





BLACK DAHLIA
  • Expanded hurtbox during generic air hitstun (the one that restands) and hitstun from "trip" style attacks.
  • Fixed a bug where the visual placement of special ammo during Another Round (M) and (H) didn't align with where the ammo was loaded in a gun.
  • Fixed a bug where the second hit from Ice Shot was still breaking armor.
  • Fixed a bug where Black Dahlia could cancel into a Special Move while getting hit during the recovery of cMK, and ignore the incoming attack.
CEREBELLA
  • Cerebella is now closer to her "origin point" when falling in an knockdown animation.
  • Dashing or button dashing from the recovery of j.D+MP now buffers the dash instead of LP.
  • Fixed a bug where Diamond Deflector would fail to hit an enemy if the enemy previously armored through a stagger hit (unchained sMP), and hadn't been hit again since.
  • Cancelling from Cerecopter into Diamond Dynamo will now only prevent autocorrects if done after the final hit. Dynamo cancels from before the last hit of Cerecopter will autocorrect as before to allow combos that rely on that side switch to work.
MARIE
  • Fixed a bug where Hilgard would vanish awkwardly if Marie died and the round was over.
  • Using jMK now puts Marie in a super jump state, preventing assist calls.
  • Using Hilgard's Haymaker or Hilgard's Howl during a super jump state will now restore less momentum after the summon finishes.
  • Adjusted hurtboxes during knockback animation.
MS. FORTUNE
  • If hitting with the landing hit of Feral Edge against an opponent behind Ms. Fortune, that hit will now knock the opponent down and in front of her.
    (... This still doesn't allow for a great combo opportunity, but she does not get punished on hit anymore.)
  • After failing to activate the last hit of Feral Edge, or blocking the final hit of it, Ms. Fortune can no longer command her head until the attack ends to make it easier to punish. This also now happens if the enemy blocks the last hit of Cat Scratch Fever when she is headless.
  • Landing air throw against an opponent with full Undizzy will now force the combo stage to start at stage 3.
PAINWHEEL
  • Reverted collision behaviour on Buer Reaper back to retail. Painwheel has collision when delivering the final blow of Buer Reaper and prevents victims from sliding through her, and she herself can be pushed around.
    (... The follow-up Buer Reaper hits already have increased hitboxes from last update, so they should still be more reliable at hitting opponents.
  • Reduce Buer Reaper bonus metergain from last update from 2% to 1%.
  • Hatred Install
    • Minimum scaling for level 1 Blockbusters during Hatred Install is now 37.5% instead of 30%
    • Hatred Install Buer Reaper no longer deals less damage than regular Buer Reaper. It still scales to 50% instead of 70% (like in Retail) when Hatred Install is used as a DHC.
    • Reverted increased Hatred Install recovery back to Retail values.
  • jLP is now only 2F faster when done from flight.
  • Reduced length of L Buer Reaper hitbox slightly, but it is still longer than Retail.
  • Pinion Dash and Buer Overdrive no longer end early when touching the edge of the screen or corner.
  • Once per combo, landing Buer Thresher will refresh Painwheel's flight, ensuring that she can always convert off of it even if flight was previously used.
PARASOUL
  • Reduced the speed at which Egret Dive moves forward back to retail values. He still takes longer to land and travels farther as a result of that.
ROBO-FORTUNE
  • Fixed a bug where using Danger! Flailing Arm Hazard! (M Danger) would sometimes not stagger if done very low to the ground after using an air normal.
  • Fixed a bug where Catastrophe Cannon could not hurt Double while she was transformed into a Barrel.
  • Magnetic Trap can no longer pull Double while she is performing the beginning Nightmare Legion.
UMBRELLA
  • Reduced hitbox range of cMP while in Ravenous even further.
  • Reduced jump distance forward when using d.F+MP (Overbite) during Ravenous.
  • d.F+MP (Overbite) start up increased in Ravenous: 16F → 17F
  • Salt Grinder and Hungern Rush now have physical hits that increase Hunger Meter when used against Boss Marie, so that she doesn't get stuck in the Starving state against her.


(Version number 3.7.6)
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