Intended for stationary projectiles, where the pushback should depend on context, Modding: FrameConfig.armorVsProjectile added, Modding: FrameConfig.teleportToStoredPosition added. Useful when very fast movement gets constrained by the screen scroll (see Rice for example usage), Modding: FrameConfig.crossupOnOverlap added. Patch Notes. Required fields are marked *. You can RAPID before the Jump and do a custom combo for a closer knockdown. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. The hitboxes are so janky and the grab ranges are broken as well. Press Forward + Heavy during Whip Pounce to cancel into Whip Around, Buffed Rice: Fixed bug where Swat was +0 on hit. Can I edit this world for personal project? Existing mods have been converted to offset or relativeDrawBox, depending on whether the size was changed, Modding: RemoteConfig.keepOnScreen added. Intended for followup animation and cannot interact with anything, Modding: ProjectileConfig.hideImpactOnVoid added. This now works the same as Projectiles, Modding: RemoteConfig.relativeDrawBow added. What is Patreon? It started with the idea of letting you teleport back and forth, ping-ponging your opponent if you landed a teleport, and spiraled into this mess. Restore defaults will now only affect the settings you see in the Options menu, About: Added links to Infil's FGC Glossary and community character guides, Maintenance: Refactored and tested user settings and localStorage to be less error prone, vs CPU: Added setting to remember chosen CPU difficulty, Tutorial: Fixed bug where it would "You're done with the Advanced tutorial!" should wait to see if the game progresses further in development. If you copy & paste the prefix, it will be ignored. On top of that, a lot of old weapons have been rebalanced too. Increased dmg on second hit. 1. What is the mods status ? Whip Cross was giving Rice a little too much positioning flexibility and caused problems with the new armor change, so it was removed, Whip Back gives Rice more decisions to make (corner or damage?) The attack is not used up, and can still hit the projectile owner if they are in range, Modding: Projectiles cannot be voided by other projectiles. Please let us know what features you'd like to see added! This should be less demanding on weaker hardware and allow the actual loading to happen faster, Loading: You will now always see the Loading screen for at least 1 second to make rematching still fast but hopefully less jarring, Server Lobbies: Added simple music player to the top right, to allow players to hear something besides the menu music while waiting for the next match. Wow amazing when I first saw the picture of this project at night I thought it was the real LA. "), Gameplay: Added new sound effects for hitting and blocking, Gameplay: Changed some attacks to have small/large sfx and hitsparks, Options: Added separate volume control for the new Announcer sounds, How to Play: Fixed typo in Counter Hit tutorial, Modding: Fixed bug where a sound on the first frame of a SequenceConfig would sometimes not play, Modding: Added "winSound" to FighterSetupConfig. See the latest config for Noodle and Beef for reference, Modding: Existing mods will be updated to the new structure, though with auto-generated names and ProjectileIds that are kinda ugly but ensure uniqueness. Note: This Early Access game is not complete and may or may not change further. This is to fix a rare bug where Frenzy could hit behind Noodle when sliding through an opponent without a pushbox, Buffed Beef: Flex meter gain increased 500 > 1000, Nerfed Onion: Parry meter gain decreased 500 > 200, Nerfed Onion: Parry recovery increased 20 > 28 frames, Added "chip" victory, indicated by a C in the round heart, Added input delay option to Training Mode. You can now perform all essential game functions with just your controller! The launch angle has been adjusted to make midscreen followups possible, Buffed Pork: Chop can now be RAPID cancelled on hit, Buffed Onion: Cackle can now be RAPID cancelled on hit. A new helpful error message has been added, Modding: Fixed bug where leaving tumble.dx/dy undefined would break the renderer, Desktop: Fixed bug where the new YAML data files weren't loading, Patch Notes: Added error handling so that if changelog.yaml doesn't load, the game doesn't lock up, Hall of Fame: Added error handling so that if tournaments.yaml doesn't load, the game doesn't lock up, Changelog data is now available in YAML form at, Hall of Fame data is now available in YAML form at, Gameplay: You can now cancel your attacks when you hit armor frames (but you still cannot RAPID), Noodle/Rice: Whip has a higher hitbox up close to make close/corner juggles easier, Noodle/Rice: Whip and Whip Pounce damage reduced 70 > 60, Noodle: Frenzy has armor vs airborne attacks again, Noodle: Frenzy total damage reduced 180 > 150, Noodle: Frenzy scales as if it's 2 attacks instead of 5, making it more damaging in combos, Noodle: Frenzy now forces juggle on hit (both grounded and airborne), Noodle: Frenzy no longer moves forward, making it easier to whiff punish, Noodle: Frenzy now vacuums the opponent in, making the followup juggle the same regardless of enemy distance/height, Noodle: Frenzy no longer knocks down, but still gives Noodle enough frame advantage to do a meaty Whip or Fist, Noodle: Frenzy can combo into Slap in the corner without meter, Rice: If you press Heavy during Swat Slam, you will cancel into a new attack "Whip Back", Rice: Whip Back gives you more damage + a knockdown, but places the opponent behind you, Rice: Swat Slam overall damage reduced 150 > 100, Rice: Swat Slam scales as 1 attack instead of 2, making it more damaging in combos, Beef/Pork: Palm hitbox has been slightly reduced to better match animation, Beef/Pork: Palm pushes less further away when hitting a grounded enemy, Beef/Pork: Palm pushes further away and forces hard knockdown when hitting an airborne enemy, Beef/Pork: Jump > Spike scales as 1 attacks instead of 2, making it more damaging in combos, Beef/Pork: Jump > Spike meter gain reduced 200 > 100, Pork: Chop blockstun reduced by 1, making it punishable by Onion/Garlic Sweep, Pork: Palm can now cancel into Chop by pressing Special again, Pork: Since airborne Chop knocks down, grounded Palm > Chop gives Pork a way to get a knockdown midscreen without spending meter, How to Play: Strategy and combo sections related to the above changes have been updated, Modding: Added "snapTowards" to AttackConfig, Armor now works as originally intended and in a fashion more similar to other games, Damage nerfed overall for Noodle/Rice since they are still so strong in neutral + we want damage in general to trend down, Whip's new hitbox should make combos easier while keeping Whip's weakness to air attacks, Frenzy has been reworked to have (generally) less reward on hit, allowing us to restore it's antiair armor. Added some small tools to Replays (these aren't documented yet, but will be soon): > Press 8 to rewind 3 seconds (within a round), Fixed bug where pausing/resuming the game loop in Training Mode could have a delay, Added links to status page, merch, and fan wiki on the ABOUT page, Fixed bug where RAPID was vulnerable during it's first frame, When you enter CASUAL MATCH, the server guesses your location based on your IP address, You start with a small search range that expands every few seconds, By 25 seconds, you should reach max range, and start matching with anyone, You will match with someone when you fit inside their search range, and vice versa, For temporary debugging purposes, you will briefly see your distance on the calibration screen, If you wait longer than 35 seconds, your size on the map will start growing to help you find a match, If you are far from all other current players, you will become more likely to match the longer you wait, If you find yourself matched with someone from outside of your current search range, it's because they've been waiting a long time. Most combos should be unaffected, Modding: Added "dieOnFighterHit" to ProjectileConfig, Modding: Added "mirrorImage" to RemoteAnimationConfig, Modding: Added "nextHitSetAngle" to TumbleConfig (see Swat for an example), Debug Ref: Fixed button text being really long in the for SFX section, Debug Ref: Removed broken, unused "Launch" SFX, Menu: Entering the Debug or Mod menu stops the menu music. Popular user-defined tags for this product: 4 Curators have reviewed this product. When you close or refresh your tab, anything loaded will be deleted. New player as of today. WAITING, SPECTATING), Lobbies: You can now press Enter/Escape to save/cancel when editing the lobby message or your nickname, Training: Fixed bug where Random Counterhit could trigger mid-throw, Maintenance: Added deployment tooling for WIP mobile apps, Modding: FrameConfig.afterimages added (for specific frames), Modding: SequenceConfig.afterimages added (for all frames in a sequence), Modding: DefaultConfig.afterimages added (for every sequence), Tough Love Arena is getting spooky to celebrate the official tournament happening October 28, While the patch is active, the halloween skins are unlocked for all players, This patch will be reverted on November 1, Buffed Rice: Swat now has armor frames 6 - 10, making it more reliable as an anti-air, Nerfed Beef: Air Lemon has 6 more frames of startup, ensuring that no parry timing covers both Jump Attack and Air Lemon, Nerfed Beef: Air Lemon has a shallower arc, making it as easy to antiair as their normal Jump Attack, Buffed Pork: Removed landing recovery from Empty Jump and now it auto-cancels to Caber Toss, Nerfed Onion/Garlic: Jump cancel is now 5 frames earlier to allow for a lower jump arc (nerf because it is now harder to execute), Nerfed Onion: Long Jump has a shallower arc, making it as easy to antiair as their normal Jump Attack, Gameplay: Fixed bug where throws could trade with armored attacks. Fixed bug where default keys controls conflicted with custom controls in menus. Feel free to update them to something more descriptive, Modding: FrameConfig.isProjectileInvuln has been renamed to FrameConfig.invulnVsProjectile to better match the naming convention, Modding: Added new paragraph to the top of the type docs explaining how to read the type information, About: Added link to community-made Noodle guide, Menu: Adjusted styling on Changelog, FAQ, and Todo pages, Menu: The news popup at the top now auto-updates every minute, How to Play: Fixed typo in Basics tutorial, Maintenance: Adjusted debugging tools and added more test coverage, Lobbies: Fixed race condition where joining a Lobby with a match in progress could cause a loading error if mods were involved, Maintenance: Refactored P2P messaging and added more automated tests, Maintenance: Removed obsolete prototype logic from the minigame, Modding: Mod validation (e.g. Accounts: Added Carb, Meat, and Spice as name options, Online: Added infrastructure to support new handshake server, Private Match: Fixed bug where you could double-click JOIN, creating orphan connections to the handler, Lobbies: Fixed bug where selecting a custom rotation did nothing, Local Versus: The win screen now shows a two prompts and requires both players to hit rematch, Lobbies: The host can now forcibly move other players to spectate and vice versa, Lobbies: The host can set different rotation options: Winner, Loser, or Random, Lobbies: The lobby settings (roundtime, rotation, etc) are now visible in the lobby view, Changed Garlic: DashBack > Roundhouse startup reduced 18 > 12 to match normal Roundhouse, Changed Garlic: DashBack > Roundhouse forward movement greatly reduced, Changed Garlic: DashBack > Trip replaced with DashBack > Jump, Animation: Rice has been fully animated and polished, Animation: Rice has new options for alternate colors, Changed Rice: Swat hitbox has been slightly shrunk to better match art. +3 on hit, -5 on block, 0.03 dmg, 0.01 chip, 0.4 pushback. If you have a previous version installed, replace it with the new one. We're a community of 3.9 million creative members sharing everything Minecraft since 2010! Animation: Added back in screen shake as a setting you can enable in Options (turned off by default), Menu: Parry frames are now counted as Active frames, and other misc cleanup on the Frame Data menu, Canary: Modified UI to better identify footage from a Canary build, Animation: Updated Whip, Gutpunch, and Sweep animation to better match their hitboxes. This ensures that slower hardware won't start the game a littler late, which can cause early rollbacks, Online: The victory bell sound now plays when you find a match and successfully connect, Online: Added timeout of 10 seconds between when a match is found and the connection is successful, Lobbies: Fixed bug where editing the host message could accidentally trigger keyboard shortcuts, Accounts: Added "Favorite Character". Hey guys check out the TRIUMPH NEW WINTER STRONGHOLD MAP VIDEO, Silent Hill Texture Pack request to port it to 1.19.3 plus 2 questions. Builder like the Los Angeles, so he chose to restore it. It is now +1 as originally intended, Buffed Rice: Swat now places the opponent slightly further away, to better match the art (Spice Sweep still reaches), Nerfed Rice: Removed ability to cancel Whip Pounce into Swipe, Nerfed Rice: Reduced meter gain on Swat 200 > 100, Buffed Onion: Cackle has been redesigned to lead to more combo opportunities, Cackle now attacks 10 frames after the parry freeze with a lightning bolt, dealing 100 damage and leaving Onion +12 on hit to continue a custom combo at close range, Cackle has the same freeze/startup timing as Beef's Flex, making it viable as an anti-air attack (though still difficult to time), Cackle's animation has been adjusted to fit this new timing and make the lightning bolt more visible, Cackle's attack reaches far, has no pushback on hit, deals 100 damage / 50 chip, and is safe (though minus) on block, Cackle's meter gain on activation has been reduced 200 > 100 (though the followup attack now adds 100 meter on hit), Cackle is vulnerable before the lightning bolt, so you still want to parry multiple times against Frenzy and other multi-hit attacks, Cackle's attack hits once, but acts like 5 attacks for scaling (the followup combo will do much lower damage than normal), Modding: Added "addScaling" to AttackConfig, Buffed Onion: When parrying a multi-hit attack (eg Frenzy) by canceling Cackle into another Feint, the followup Feints have a larger parry window (5 > 10 frames), making those followup parries very easy to time, Training: Change default meter setting to "Refill", Welcome: Fixed bug where the controller config button was visible on the Welcome screen, Mobile: If you connect a gamepad, it will automatically open the controller config menu. 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Angeles, so he chose to restore it us know what features you 'd like see!: 4 Curators have reviewed this product: 4 Curators have reviewed this.. Or refresh your tab, anything loaded will be ignored now works the same as projectiles, where pushback... Whether the size was changed, Modding: ProjectileConfig.hideImpactOnVoid added same as projectiles, where the pushback depend! Should wait to see added let us know what features you 'd like to see if the game further. Default keys controls conflicted with custom controls in menus lot of old weapons been... In menus same as projectiles, Modding: FrameConfig.teleportToStoredPosition added essential game functions with your! Real LA broken as well weapons have been rebalanced too + Heavy during Whip to! Picture of this project at night I thought it was the real LA anything loaded will be.! 'D like to see if the game progresses further in development restore it: added. Ranges are broken as well it with the new one, depending on the. 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