Hey everyone!
IGB v2.0 is finally out! Adds 5 new characters, several new stages (even some really weird ones...), and more! Most importantly, you'll find the game's physics completely changed, as the game is faster and far less floaty. Also lots of SFX improvements, and so much more!
You can consider v2.0 our christmas gift to you all. :)
The changelog is huge, but it's right below:
**Additions**
-Added Goat as a playable character!
-Added Teslakid as a playable character!
-Added Gontaper as a playable character!
-Added Cal as a playable character!
-Added Sol as a playable character!
-Added the VVVVVV stage!
-Added the stage select pages for page 2, special stages, and funny stages. This also includes 4 new special stages in these new sections!
-Added a new christmas-themed color alt for Matt, as well as 9 other new alt colors.
-Added a new costume for Matt.
-Added 1 new alt color for Aria.
-Added a new costume for Aria.
-Added Something, MG, Ceele, Nick, and Retro to the character select.
-Added the Assist item! Throw it to summon helping characters in battle!
-Added the Assist toggle menu, for customizing assist characters that can appear with the assist item.
**Changes & Improvements**
-The game now generally has higher, stronger gravity. This affects all characters.
The game now has higher maximum fall speeds. Affects all characters.
-Air acceleration is now a little bit slower for all characters, making you unable to change direction completely as quick as before.
-Knockback now gets a bit stronger at higher damage percent.
-When jumping, there is a very quick jumpsquat animation. This animation takes 3 frames, which means jumping is a few frames slower than before.
-Fixed AI bug where the AI would sometimes stop moving in the air. Not affected on many stages, but it could happen close to the ledge on Temple of Godcat, which caused the AI to SD often.
-There is now less screenshake on hits in general; it's been made pretty subtle to not disturb gameplay.
-Airdodging now lasts shorter with less invincibility frames. It takes just as long as before to regain control after airdodging however, making it more punishable.
-Directional airdodging now goes faster and with higher force.
-When in launch, the tumble/launch animation will now play 2x as fast as long as you are in hitstun. It looks a bit cooler, but it can also help you indicate how long you are stuck in hitstun and not.
-Improved some animations for Dust.
-Improved and changed the animation for Matt's up air.
-Rearranged a bit of the UI. Damage peercent and character name are now larger during matches. Stock icons are also a bit larger.
-The SFX for sharp hits (such as when a sword hits a player) has been updated.
-Improved the SFX for light attacks.
-The SFX for attacking now has higher pitch on sword characters, to better differentiate between attacking with a sword and attacking with a punch.
-Landing after a jump now has SFX.
-Improved the VFX for landing and dashing.
-Reduced particles effects on a few characters so that it won't be too intrusive.
-Updated renders and icons for Aria and Blue Blob.
-Visually improved the respawn platforms.
-Item boxes now have VFX when destroyed.
-You can now press the smash attack button to hide the rest of the pause menu UI when paused.
-Improved the voxel/retro costume for Captain Viridian, with a new, cleaner model.
-CPUs will now use jab attacks a bit less.
-When The Kid is controlled by a CPU, he will no longer use his side b so much in battle.
**Fixes**
-Fixed major bug where certain hitboxes would ignore invincibility. This was a huge reason for why dodging and rolling seemingly didn't always work.
-Fixed bug where characters could get stuck with different facial expressions after being hurt, launched, knocked down, etc. It may still happen on some characters, but it should be better and fixed for most.
-Fixed item bug where getting hit while throwing an item wouldn't prevent the item from being thrown, despite canceling the throw animation.
-Fixed bug where if you were hit while in super armor, moves could hit you several times.
-Fixed bug where Blue Blob's forward air could appear as a multi-hit move.
-Fixed bugs on the sourspots of Bingo's forward air and Rex's up air, making them sometimes do too much damage and hit multiple times.
-Fixed hitbox errors on Blue Blob's down air, Matt's down smash, and Zee Tee's down smash. It caused sourspot hitboxes and additional hitboxes to cancel eachother out, therefore ruining the knockback from the sweetspot hitboxes.
-Fixed bug where jab attacks wouldn't be cancelled if you fell off a ledge or platform.
-Fixed bug where if you fell onto a moving platform while in tumble, you wouldn't follow the platform as it moved. So if you stayed in a knocked-down state, you'd slide off.
**Balancing**
*Nerfs*
-Matt's down smash now has a smaller shockwave hitbox. The hitbox also lasts shorter
-Electroman's up special now has a bit less range, a bit less damage, and a changed knockback angle.
-Electroman's neutral b now uses 15 PP instead of the previous 7 PP.
Happy new year everyone!
-Felix