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Patch Notes 2025.04.20

In beginning to officially work on the new art for the product version of Evolver, I wanted to begin re-implementing some of the missing features and Single Player content from V1 of the game. As such, lots of little areas where smaller features were missing have been improved and the old survival mode has been restored! Check it out and leave feedback on Discord. Strongly considering a high score competition with some rewards on Rogue mode soon. Details on the gameplay in the patch notes below.

Rogue Mode

  1. Fight and endless horde of enemies defeating as many of them as you can to get a high score. You start by choosing a random fighting stance and enemies appear in waves. At the end of each wave, you choose from powerful upgrades including more stances, character attributes and stat improvements. Additionally, defeating enemies grants you experience and leveling up will allow you to further enhance your character including choosing a passive ability on your primary stance.
  2. Stats
    1. Strength: controls damage and pushback of non-projectile attacks
    2. Vigor: Reduces senergy costs of attacks and skills and increases skill chance
    3. Durability: Grants stun resistance and knock back resistance
    4. Agility: Increases movement speed and cooldown reduction
    5. Intellect: Increases experience gained from defeating enemies
    6. Luck: Increases likelihood of drops and other chance based effects
  3. Attributes
    1. Vitality Maximum
    2. Senergy Maximum
    3. Vitality Regeneration Rate
    4. Senergy Regeneration Rate
  4. Skills
    1. Frost: Gain a chance to freeze enemies
      1. Bite: The damage dealt by Frost
      2. Chill: The duration of Frost
      3. Brittle: Gain a chance to instantly kill frozen enemies with Frost attacks
      4. Sentinel: Gain a chance for frozen enemies to spawn an Ice Sentinel when killed
    2. Flame: Gain a chance to engulf enemies in flames
      1. Heat: The damage dealt by Flame
      2. Burn: The duration of Flame
      3. Explode: Gain a chance for Flamed enemies to explode
      4. Cinders: Gain a chance for Flamed enemies to spread flames
    3. Plague: Gain a chance to infect enemies with Sick
      1. Infection: The duration of Plague
      2. Cripple: Plagued enemies will periodically Cough and be stunned
      3. Contagion: Cough gains a chance to spread a Sick Cloud which Crushes and inflicts Plague
      4. Fatality: Gain a chance for Cripple to kill Plagued enemies with they Cough

Combo Challenges

- All currently playable characters now have Combo Challenges available in the Tutorials menu. Each character has two high damaging combos per preset loadout. The high damaging combos are taught by linking 3 BnB combos into a single high damaging combo. These combos generally do 50% or more damage and do not include Power Burst or Soul Burst and so can easily can a huge damage boost with some labbing. May add PoB and SoB combos in the future.

General Patch Notes

  1. Your Fault Amplification will now increase if you complete a taunt successfully
  2. Vitality will now be reduced in lieu of Senergy when doing metered attacks during Soul Burst
  3. Added 11 and 33 as inputs for dash jump; now double tapping down + forward/backward will dash jump in addition to 222 and forward forward forward/up inputs
  4. Changed character unique inputs for traits to be linked to R2; this primarily effects Auriel this patch
  5. Added quick options to practice mode
    1. You can now change the display settings from the Select Quick Options menu in practice mode
    2. You can can record the bot from the Select Quick Options menu in practice mode
  6. Added Break Burst count to practice settings
  7. AI Improvements
    1. Better combo-ability
      1. Improved distance checking and collision prediction when comboing and acting in neutral
      2. Added and infinite detection and prevention system to reduce likelihood of bot doing infinites
      3. Other general improvements to fairness and difficulty
  8. The main menu will now timeout and go to Theater Mode if no user interaction is detected
  9. Menus beyond the Main Menu now display descriptions of their actions

Bug Fixes

  1. Fixed a bug which was causing frame rate drops when many projectiles were on screen
  2. Fixed a bug which caused matches with randomized elements (e.g. cars on Ruby Slipper stage) to fail on playback
  3. Fixed a bug where “Replay” did not work as a Dummy Follow Up Action in Practice Mode
  4. Fixed a bug which crashed the game when setting the Dummy to Jump in Practice Mode
  5. Fixed a bug which was causing Calling Cards to become misconfigured whenever new sprites were added
  6. Fixed a bug where characters' Aura was not displaying for non projectile attacks
  7. Fixed a bug where Player Select locking animations were starting on a random frame
  8. Fixed a bug where Break Burst could be destroyed by projectiles in specific circumstances

Character Specific Changes

- Auriel

  1. Switching between Automatic Loading and Manual Loading of Ballistics is now down, forward, R2

- Briah

  1. Changed resilience score from a 3 to a 2.5
  2. ThermalAlchemyLight3 now launches

- Gorbral

  1. EchoKinesis attacks no longer repeater hits and instead of specific multihitting properties
  2. EchoKinesisHeavy1 is now a ground-bouncing Vapor attack
  3. EchoKinesisLow1Augment is now easier to convert off of
  4. EchoKinesisHeavySpecial has improved hit pattern and knock direction
  5. EchoKinesisLightSpecial is now ground-bouncing and has improved Augment utility
  6. EchoKinesisLightSpecialAugment Up will no longer cause Gorbral to rise if he is grounded

- Thadeo

  1. Increased forward movement of CopterBladeLight3Augment
  2. Changed momentum of CopterBladeLightAir
  3. StormCallerLight has generally improved movement
  4. StormCallerLightAir is now ground-bouncing and has a forward moving trajectory
  5. StormCallerHeavyLow1 is now a long range PushThrow
  6. StormCallerHeavyAir is now a long range PushThrow with backwards momentum
  7. StormCallerHeavySpecial is now an extremely long range projectile with lots of knock back

Previous Patches

patch_notes.txt · Last modified: 2025/04/18 02:17 by nrdshmn