====== Patch Notes 2023.11.30 ====== The biggest change is to the Perception/Resilience system. These changes increase the power of all of the characters without directly changing their roll in the game. It provides further reward for winning neutral and successfully mixing up and countering the opponent. ===== Resilience System (perceptions system overhaul) ===== - All characters now have a Resilience score which replaces the Perception score - The mechanic itself works in relatively the same way: for each hit that your opponent connects (whether or not it is parried with ReB), you will "perceive" that attack reducing it's damage for each time it's been perceived based on your Resilience score up to 50%. - If an opponent is mixed up or countered with an attack, their perception of that attack is reset to 0 - Newly, once an attack has been perceived 5 times, it becomes "Weak" meaning that it will no longer stun the opponent in neutral, and the hitstun of the attack will be decreased for each time the attack has been perceived. - **Fault Amplifier & Soul Art** - Players now have a gauge that increases each time they are mixed up (for example, if hit with a Crush during ReB/parry) or hit with a counter attack called the Fault Amplifier (FaultAmp/FA for short). The FA starts at 0 and can be increased up to 5. Each mixup increases the FA by a set amount for 5 seconds; counter attacks reset the FaultAmp's timer, but do not increase the FaultAmp value itself. - While normally an attack perceived 5 times will be weakened, the weakness threshold is increased for each point on the opponents FaultAmp. So, an opponent with an FA of 4 will need to have been hit by an attack 9 times for it to be weakened. - Successful ReB/parries and throw breaks will reduce the FaultAmp by 1 - Each character has a unique Soul Art ability which corresponds directly to the Fault Amplifier. Those abilities will be detailed in the individual character information. - **Tenacity/Gold Life** - Tenacity/gold life has been re-implemented, but how it is earned has changed. Tenacity is now reward when the FaultAmp would be increased but is already maxed out ===== Senergy, Infinites, and Damage updates ===== - Most senergy and damage amounts have been updated to shift the meta toward using Stance Bursts/special attacks for bigger damage combos; it is still possible to deal substantial damage without StB canceling, but TODs will generally require several Stance Bursts as well as supers. - Many attacks damage amounts were adjusted to balance the character toward their roll - Doing 5 attacks in a row which all leave the opponent grounded will no longer trigger an infinite - Doing the same attack 3 times within 5 attacks will trigger an infinite - Doing the same attack 3 times within 7 attacks without launching the opponent will trigger an infinite ===== SoulBurst ===== - SoulBurst has been re-added to the game, however the conditions for activating it have changed. Players can still activate SoulBurst if they are on their last stock with no green life. However, SoulBurst can now be activated if the opponents Fault Amplifier is maxed which will be indicated by their FaultAmp displaying in red and your Senergy meter showing a black lightning crackle around it. - Attacks cannot become Weakened during SoB ===== General Patch Notes ===== - **General Bug Fixes** - Fixed a bug with reversal windows not timing out properly - Fixed a bug where you could cancel a super into a second super for 0 senergy if done quickly enough - Fixed a bug which made non-attacking specials cost 0 senergy - Fixed a bug where super attacks could be destroyed by normal projectiles - Fixed a bug preventing AuBs/Supers from being TReB'd/true parried - Fixed a bug where Quick Stance weapons could be picked up while hit - Fixed a bug causing non homing attacks to spawn incorrectly when facing left - Fixed a bug causing Pressure attacks not to crush Armored attacks - Fixed a bug causing additional breakers to cost 0 Senergy - Fixed a bug where Wakeup TReB was failing if Senergy was less than 33 - Fixed a bug with leaving theater mode menu after going to player select - Fixed a bug where some sprites would not be loaded before combat - Fixed a bug with deselecting the map switching controllers correctly - Fixed issues with navigating pause and practice menus - **General Combat Fixes** - Clashes will no longer steal projectiles that are weapon attacks - Quick Stances can now be thrown away by holding forward when attacking - You will now turn toward the opponent on successful ReB - Restored controller rumble when thrown - Re-added Breakable walls to stages - Senergy orbs will now disappear if not collected within a few seconds - You can no longer be frozen during EvB or BrB - BrB now removes all status effects - Added a "Resource Unavailable" visual indicator; characters will flash blue if trying to air attack with no charges or StB without enough Senergy - Updated many projectiles to spawn closer to caster to prevent combos dropping that shouldn't - **General Gameplay Fixes** - Updated Movebook: Movebook now includes all attacks as well as frame data - Added descriptions for all attacks to movebook - Added dummy record to practice movde - Added random match generator to Theater mode - Added Hazard Indicators to Stage Select - Added character archetypes to Character Select - Added stance randomization to Character Select - Updated palette chooser to be included in character selection by default - Added random selec to palette chooser - Resetting position in practice mode will now respawn stage interactables - Added options to Practice Mode - General improvements to AI - **Non-Gameplay Updates** - Updated screen rendering to draw characters in front of HUD - Added Vocal effects - Added 2 new songs - Added ground shadows - Added loading bar to Character Select - Added row indicators to Stance Select - Added direction indicators to Stage Select - Updated character particle effects to match character shader - Added visual indicator for when super is available - Added gauge for Quick Stance time remaining - HUD moved toward center of screen - General improvements to camera movement - Other minor visual improvements - Other general audio improvements - Some easter eggs ===== Character Specific Changes ===== - **Unkuru** - __Soul Art__ - Sand Clone - If the opponents FaultAmp is maxed, Holding R2 and pressing an attack button will cause Unkuru to cancel into the attack and createa Sand Clone which finishes the attack he had been performing. - Sand Clones maintain the same position as Unkuru - There is no limit to the number of Sand Clones summoned - Each Sand Clone will drain 3 Senergy - __DrunkenMaster__ - DML1 is now a normal PoB - Starting combos with DMH1 grants 25% bonus combo damage - DMH3 advances further - DMHA is now a downward moving crush attack - DMHS can now be canceled by pressing down; doing so stores 1 charge of DMHS drunken breath up to 3 charges. For each charge, the damage and range of DMHS is increased - Fixed a bug where BBSHS would sometimes fly away - __BamBoStaff__ - BBSLS does less Bash damage - Improved BBSH3A - BBSH3A now awards meter if the animation is not canceled - BBSH3A can now be canceled into EvB - __Destermancer__ - Improved homing of DHS - AuB/super attack receives less of a damage increase from sand attacks - AuB/super will now cause bleed damage if hit with DMHS - General improvements to hit reliability as many strings that should work were inconsistent - **Gorbral** - __Soul Art__ - Internal Amp - For each charge on the opponents FaultAmp, Gorbral's max movement speed and throw strength are increased - When maxed, Internal Amp makes Gorbral's throw a full screen combo starter as it is guaranteed to wall bounce and he is fast enough to catch the opponent - __HiddenPalms__ - Starting combos with HPL1 grants 5% bonus combo damage - Starting combos with HPLS grants 2% bonus combo damage - Starting combos with HPLow2 grants 3% bonus combo damage - Fixed a bug with DBLS stance repeating attacks - __DemonBlade__ - DBL1 now hits more consistently during combos - DBL2 has increased groundbounce and is now a Vapor attack - Starting combos with DBH2 grants 2% bonus combo damage - DBHS now grants Armor - __EchoKinesis__ - Added Augments for EKLS - Starting combos with EKL1 grants 5% bonus combo damage - Starting combos with EKLS grants 25% bonus combo damage - Starting combos with EKH2 grants 5% bonus combo damage - EKHA is now a groundbounce and has updated animation and hitbox - Starting combos with EKLow1 grants 10% bonus combo damage - Starting combos with EKLow1A grants 1% bonus combo damage - Fixed a bug causing EKHS to spawn incorrectly - **Auriel** - __Soul Art__ - Ballistics/Infinite Dark - Ballistics: during PFL1 and BTLS, Auriel loads a Ballistics round. Ballistics rounds add properties such as "Crush", "PushThrow", and "PowerBurst" to Auriel's BulletTyphoon attacks. Each time Auriel's opponent's FaultAmp is exceeded, she is granted a "Crush" Ballistics round and her Ballistics limit is increased from 2 to 4 - Infinite Dark: If Auriel does not have a BulletTyphoon stance equipped, her Soul Art becomes Infinite Dark. When Auriel does a GyroSynthesis Halt (press back during any GyroSynthesis attack), her GyroSynthesis normals gain additional hit properties. Each time the opponents FaultAmp is exceeded or Auriel Teleports, she creates an additional Black Hole Gravity Orb - __PortalFist__ - Increased range of PFL normals - Added a 3rd attack to PortalFistLight stance - Drastically increased hitstun of PFL2 - Slightly reduced damage of all PFL attacks - Auriel loads a Crush ballistc during PFLS - Increased animation speed of PFLS - PFHS portal is no longer destroyed when Auriel is hit - PFHS now costs less and does not do direct damage - __BulletTyphoon__ (previously BulletBallet) - Reduced damage of BTL1 - Reduced damage of BTH2 - BTLS loads a Ballistics round on hit depending on where grenade is thrown - __GyroSynthesis__ - Orb collisions have been improved to be hit more reliably with BulletTyphoon attacks - Damage and senergy gain adjusted: orbs cost Senergy but also restore Senergy on hit - GSL attacks now have a gravitational pull when halted - GSHS now grants all GSH normals the "Vapor" property while active - GSHA now has a gravitational pull - Fixed a bug where Auriel could teleport off stage - Added animation for portals - Updated default loadouts - **Amy** - __Soul Art__ - Diving Nourishment - Amy gains Vitality/green life for Tenacity/gold life that depletes naturally - __BaguaZhang__ - BZLS now absorbs projectiles into Mortality/red life - BZH3 now combos more consistently - BZLow1 now combos more consistently - __Biokinesis__ - Added forward advancing movement to most attacks - Adjusted Amy's falling hurtbox to prevent her from falling out of combos that worked on the rest of the cast - Fixed a bug causing AuB tree to last too long - **Thadeo** - __Soul Art__ - Augment Evade Burst - If the opponents FaultAmp is maxed, Thadeo creates a lightning projectile when he performs EvB; this attack is a "Crush" - __BigHand__ - BHH1A now grants Armor - Fixed a bug causing lightning orbs to do too much damage - **Briah** - __Soul Art__ - True Evade Burst - If Briah EvB passed an opponent, they are Repulsed; this ability has a 10s cooldown - For each point on the opponents FaultAmp, the TEvB cooldown is slightly reduced - If Briah's Resilience score is 100 or greater, dodging an attack within 6 frames of that attack hitting will cause Briah to teleport behind the opponent - __BloodReaper__ - BRL4 can now be used to throw opponents over ThAH2 Wall - BRH1 now crushes on the second hit - The bash stun of BRH1 has been decreased - __ThermalAlchemy__ - ThAL Fireball animation has been changed - ThALLow2 is now a fireball projectile - ThAL1 now goes over ThAH2 Wall more easily - ThAH2 has drastically increased knockback - Briah's taunt has been updated to a new animation during which he flies backwards - Added Bat Quick Stance animations - Slightly increased jump height - Fixed a bug where TEvB worked on downed opponents