Punch Planet - 0.1.8.14 Patch Notes
https://docs.google.com/document/d/1ip-b9lg7EIijoUBV5OIRZ-3BjodnzsF7NhlnOmO-3QI/edit
0.1.8.14
* Audio
* Updated wwise
* Stages
* Black Market
* Added rain ambience sounds
* Added police copter ambience sounds
* Added lightning ambience sounds
* Added left / right stage ambience sounds
* Data
* Input
* Sequences
* SPD
* Changed input from Corner(Strict) -> Corner(Strict) -> Direction(Lenient) to Direction(Strict) -> Direction(Strict) -> Direction(Strict) -> Direction(Lenient)
* Example input:
* Old: Down_Backward -> Down_Forward -> Any_Up
* New: Backward -> Down -> Forward -> Any_Up
* Battle Camera
* Main
* Decreased wall padding from 9.0 to 8.75
* Main Object (View Point)
* Decreased Y Position from 4.3 to 4.2
* Test
* Added test camera
* Values copied from the above Main values
* Slightly more 2D / farther away look
* Select it from the Gameplay -> Camera options menu
* Decreased fov from 16 to 15
* Increased wall padding from 8.75 to 9.0
* Main Object (View Point)
* Decreased Y Position from 4.2 to 4.1
* Decreased Z Distance from 52 to 56
* Target Object (Look Point)
* Decreased Y Position from 6.0 to 5.9
* Meter
* T-Meter
* Decreased t-meter gain per frame from 1.1 to 1.05
* Meter per charge = 1000
* Old: 910 frames per charge
* New: 953 frames per charge
* This is global for all characters, might make it per character at some point
* Character Hit Shake
* Decreased amplitude from 0.15 to 0.05
* Increased frequency from 0.35 to 0.5
* Hit Stop
* Light_Airborne: 10/18 => 11/19
* Medium_Airborne: 12/20 => 13/20
* Medium_Beefy: 15/20 => 16/20
* Medium_Cancellable / Medium_NonCancellable: 13/20 => 14/20
* Heavy_Airborne: 12/20 => 13/20
* Heavy_Beefy: 16/20 => 17/20
* Heavy_Cancellable / Heavy_NonCancellable: 14/20 => 15/20
* Special: 12/20 => 13/20
* Special_Airborne: 12/20 => 13/20
* Special_Beefy: 14/20 => 15/20
* Roy_Gunshot: 10/18 => 12/20
* Damage Scaling
* Counter hits no longer increase combo scaling, if you follow up with a combo the second hit will do 100% damage
* Old
* Copied values from Main
* Used to keep my old values available in case want to revert
* Main
* Increased global scale from 1.55 to 1.75
* Changed combo scaling list:
* Old: [1.0, 1.0, 0.75, 0.5, 0.4, 0.3, 0.3, 0.3, 0.2, 0.2, 0.2, 0.1]
* New: [1.0, 0.8, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1]
* Characters
* All Characters
* Animations
* Added custom hold animation for being thrown by Dog's forward throw
* Added custom hold animation for being thrown by all of TYara's throws
* Moves
* Jumps / JTC
* Retracted hurt box extension from -1.0 to -1.5
* Empty jumps are harder to hit
* JTC
* Decreased damage scale value from 1 to 0
* No longer scales damage for landing this in a combo
* ATC
* Decreased t-meter gained on success from 750 to 650
* Costs 500 to use, decreases net gain from 250 to 150
* Supers
* Decreased minimum combo damage scale from 0.5 to 0.4
* Generic
* Collision Boxes
* Big Body / Dog Body
* Standing / Crouching
* Retracted movement box width from [-1.6, 1.6] to [-1.5, 1.5]
* Retracted grab box width from [-1.5, 1.5] to [-1.4, 1.4]
* Notes:
* This is the same as Medium body again (Roy / Cid)
* Hurt box widths are unchanged, more combos are possible on these body types than before
* Big Body
* Standing
* Retracted movement box top from 8.25 to 8.0
* Crouching
* Retracted movement box top from 6.5 to 6.25
* Moves
* Rise (Get Up)
* Increased rise frames from 20 to 22
* Mostly to account for jump active frame increases
* This will mess up any meaty timings, sorry!
* Roy
* General
* Decreased damage scale from 1.0 to 0.975
* Moves
* Jumps
* Increased active frames from 38 to 40
* Decreased x velocity from 0.24 to 0.225
* Increased y velocity from 0.825 to 0.875
* Throw Backward
* Adjusted defender's animation
* Increased knee hit stun (pre-toss) from 16 to 18
* Increased toss x velocity from 0.75 to 1.0
* Cr.LK
* Increased hit stun from 10 to 12
* Hit Advantage:
* Link: [+1, +2] => [+3, +4]
* CH Advantage:
* Link: [+3, +4] => [+5, +6]
* Notes:
* Now chains into St.LP
* Now combos into L.Headbutt
* Cid
* Audio
* Now plays a sound when dash cancelling out of St.MP / St.HP
* Moves
* Walk Forward
* Decreased move speed from 0.27 to 0.26
* Walk Backward
* Decreased move speed from 0.16 to 0.15
* Jumps
* Increased active frames from 38 to 40
* Decreased x velocity from 0.26 to 0.24
* Increased y velocity from 0.825 to 0.875
* Cr.MK
* Increased base damage from 40 to 50
* Increased hit stun from 19 to 20
* Hit Advantage:
* Link: [+3, +7] => [+4, +8]
* s
* Increased block stun from 18 to 19
* Block Advantage:
* Link: [+2, +6] => [+3, +7]
* DTC -> Attack: +4 => +5
* DTC -> Forward Dash: -5 => -4
* St.HP
* Both Versions
* Hit Box
* Extended hit box top from 7.0 to 7.25
* Retracted hit box left from 2.0 to 3.0
* St.HK
* Increased base damage from 60 to 70
* Grenade
* L
* Increased followthrough state frames from 12 to 14
* Hit Advantage:
* Link: +3 => +1
* CH Advantage:
* Link: +7 => +5
* Block Advantage:
* Link: -7 => -9
* M
* Increased followthrough state frames from 12 to 14
* Hit Advantage:
* Link: +2 => +0
* CH Advantage:
* Link: +6 => +4
* Block Advantage:
* Link: -8 => -10
* H
* Increased followthrough state frames from 12 to 14
* Hit Advantage:
* Link: +1 => -1
* CH Advantage:
* Link: +5 => +3
* Block Advantage:
* Link: -9 => -11
* Dog
* General
* Increased damage scale from 0.95 to 0.975
* Moves
* Walk Forward
* Increased move speed from 0.2 to 0.21
* Walk Backward
* Increased move speed from 0.125 to 0.135
* Jumps
* Increased active frames from 42 to 44
* Decreased x velocity from 0.26 to 0.24
* Decreased y velocity from 0.75 to 0.725
* Decreased y accceleration from 0.035 to 0.0325
* St.LP / Cr.LP
* Decreased pushback on block 2.1 to 1.75
* Increased followthrough state frames from 5 to 6
* Decreased recovery state frames from 4 to 3
* These have an affect on chain timing, delayed by one frame
* Increased block stun from 9 to 11
* Block Advantage:
* Link: [-2, +0] => [+0, +2]
* Retracted hit box right from 5.25 to 5.0
* Retracted hurt box right from 4.75 to 4.5
* Cr.LK
* Increased pushback on hit from 2.25 to 2.5
* Decreased pushback on block from 2.25 to 1.75
* Increased hit stun from 12 to 13
* Hit Advantage:
* Link: [+1, +2] => [+2, +3]
* CH Advantage:
* Link: [+3, +4] => [+4, +5]
* Notes:
* Now combos into run -> slide
* St.MP
* Increased recovery state frames from 4 to 5
* Increased hit stun from 23 to 24
* Hit Advantage:
* DTC -> Attack: +9 => +10
* DTC -> Forward Dash: +1 => +2
* CH Advantage:
* DTC -> Attack: +12 => +13
* DTC -> Forward Dash: +4 => +5
* Block Advantage:
* Link: [-1, +1] => [-2, +0]
* Jp.MP
* Retracted back hit box bottom from 4.0 to 5.5
* Extended back hit box top from 6.5 to 7.5
* St.MK
* Now special cancellable
* Now super cancellable
* Increased juggle value from 1 to 2
* Increased hit stun from 20 to 21
* Hit Advantage:
* Link: [+3, +6] => [+4, +7]
* DTC -> Attack: +6 => +7
* DTC -> Forward Dash: -2 => -1
* CH Advantage:
* Link: [+6, +9] => [+7, +10]
* DTC -> Attack: +9 => +10
* DTC -> Forward Dash: +1 => +2
* Cr.MK
* Increased startup state frames from 7 to 8
* Dw.Fw.MK
* Re-Enabled
* Was previously Dw.Fw.HK
* This is an overhead
* St.HP
* Increased juggle value from 3 to 4
* Decreased pushback on hit from 3.25 to 2.75
* Extended hit box top from 3.5 to 4.75
* Cr.HP
* Increased base damage from 60 to 70
* St.HK
* Increased base damage from 60 to 75
* No longer super cancellable
* Decreased startup state frames from 12 to 10
* Decreased active state frames from 4 to 2
* Decreased followthrough state frames from 11 to 9
* Increased recovery state frames from 9 to 13
* Increased startup state animation x movement scale from 1.0 to 2.0
* Increased followthrough state animation x movement scale from 0.5 to 1.0
* Decreased push back on hit from 3.5 to 3.0
* Hit Box
* Retracted right from 6.5 to 6.0
* Retracted top from 5.5 to 4.0
* Extended bottom from 2.0 to 1.5
* Hurt Box
* Extended right from 5.5 to 6.25
* Extended top from 4.75 to 5.0
* Retracted bottom from 1.0 to 2.5
* Decreased hit stun from 25 to 24
* Decreased block stun from 19 to 17
* Hit Advantage:
* Link: [+2, +5] => [+1, +2]
* DTC -> Attack: +11 => +10
* DTC -> Forward Dash: +3 => +2
* CH Advantage:
* Link: [+6, +7] => [+5, +8]
* DTC -> Attack: +15 => +14
* DTC -> Forward Dash: +7 => +6
* Block Advantage:
* Link: [-4, -1] => [-6, -5]
* DTC -> Attack: +5 => +3
* DTC -> Forward Dash: -3 => -5
* Cr.HK
* Decreased grounded juggle x velocity from 0.25 to 0.2
* Decreased airborne juggle x velocity from 0.25 to 0.2
* Decreased initial startup state (anticipation) frames from 7 to 6
* Total startup state frames decreased from 10 to 9
* Run (QCF.K)
* L
* Decreased x velocity from 0.4 to 0.3
* M
* Decreased x velocity from 0.5 to 0.4
* H / EX
* Decreased x velocity from 0.6 to 0.5
* Run -> Stop (QCF.K -> LK)
* All Versions
* Decreased animation x movement scale from 0.4 to 0.25
* Run -> Mid Strike (QCF.K -> MK)
* Normal Version
* Decreased recovery state frames from 7 to 5
* Total recovery decreased from 20 to 18
* Decreased hit stun from 25 to 23
* Hit Advantage:
* Link: [+3, +5] (unchanged)
* DTC -> Attack: +11 => +9
* DTC -> Forward Dash: +3 => +1
* CH Advantage:
* Link: [+7, +9] (unchanged)
* DTC -> Attack: +15 => +13
* DTC -> Forward Dash: +7 => +5
* Block Advantage:
* Link: [-12, -10] => [-10, -8]
* DTC -> Attack: -4 (unchanged)
* DTC -> Forward Dash: -12 (unchanged)
* Pin Wheel (DP.P)
* L
* Increased x velocity from 0.0 to 0.15
* M
* Increased x velocity from 0.15 to 0.3
* H
* Increased x velocity from 0.3 to 0.4
* Pin Wheel -> Dive (DP.P -> P)
* All Versions
* Increased cancel window frames from pin wheel from [17, 27] to [19, 27]
* Retracted hit box right from 3.5 to 3.25
* Retracted hit box bottom from 1.75 to 2.5
* Regular Version
* Decreased x velocity from 0.45 to 0.425
* Decreased y velocity from 0.8 to 0.7
* Increased block stun from 14 to 15
* EX Version
* Decreased x velocity from 0.7 to 0.675
* Decreased y velocity from 1.0 to 0.9
* Increased block stun from 15 to 16
* TYara
* Moves
* Jumps
* Increased active frames from 40 to 42
* Decreased x velocity from 0.22 to 0.2
* Increased y velocity from 0.7 to 0.74
* St.LP
* Retracted hit box right from 6.5 to 6.25
* Cr.LP
* Now chains into St.LP / Cr.LP
* Updated animation
* Retracted hit box right from 6.25 to 6.0
* Increased followthrough state frames from 5 to 6
* Decreased recovery state frames from 5 to 4
* Decreased hit stun from 17 to 16
* Hit Advantage:
* Link: [+6, +7] => [+5, +6]
* CH Advantage:
* Link: [+8, +9] => [+7, +8]
* Decreased block stun from 14 to 11
* Block Advantage:
* Link: [+3, +4] => [+0, +1]
* St.LK
* Increased hit stun from 14 to 15
* Hit Advantage:
* Link: [+2, +4] => [+3, +5]
* CH Advantage:
* Link: [+4, +6] => [+5, +7]
* Jp.MP
* Increased followthrough state frames from 12 to 16
* Increased
* St.HP
* Now otgs hard knockdowns
* Does not cause a hard knockdown when used as an otg, still does against airborne opponents
* Decreased base damage from 60 to 50
* Cr.HP
* Both Versions
* Hit Box 1
* Increased hit / hurt box frames from [1, 2] to [1, 3]
* Hit Box 2
* Decreased hit / hurt box frames from [3, 4] to [4, 4]
* Jp.Dw.HP (Splash)
* Increased active state frames from 9 to 13
* HeadLopper (QCB.P)
* All Versions
* Increased hit stun from 29 to 30
* Hit Advantage:
* DTC -> Attack: +15 => +16
* DTC -> Forward Dash: +0 => +1
* CH Advantage:
* DTC -> Attack: +19 => +20
* DTC -> Forward Dash: +4 => +5
* L / M / H
* Now causes a hard knockdown against airborne / juggled opponents
* Increased block stun from 22 to 23
* Block Advantage:
* DTC -> Attack: +8 => +9
* DTC -> Forward Dash: -7 => -6
* L
* Increased followthrough state frames from 15 to 16
* M
* Increased followthrough state frames from 13 to 14
* H
* Increased followthrough state frames from 11 to 12
* EX
* Increased followthrough state frames from 17 to 18
* Increased block stun from 26 to 27
* Block Advantage:
* DTC -> Attack: +12 => +13
* DTC -> Forward Dash: -3 => -2
* SPD (360.P)
* L
* Retracted hit box right from 5.5 to 5.0
* EX
* No longer grab invincible
* Shield Charge (QCF.K)
* All Versions
* Decreased active state animation x movement scale from (1.0, 0.8, 0.65, 0.9) to 0.5
* L / M / H
* Fast and Charged
* Decreased corner push back from 4.9 to 3.0
* M / H
* Fast and Charged
* Extended hit box right from 5.0 to 6.0
* L
* Post-Hold (Release)
* Now grab invincible frames [1, 9]
* M
* Increased post-hold startup state frames from 8 to 9
* Total startup increased from 13 to 14
* Increased startup state animation x movement scale from 0.8 to 1.1
* Post-Hold (Release)
* Now grab invincible frames [1, 10]
* H
* Post-Hold (Release)
* Now grab invincible frames [1, 11]
* EX
* Retracted hit box top from 8.5 to 7.75
* Retracted hurt box top from 7.75 to 7.0
* Increased strike armor frames from [2, 15] to [2, 16]
* Increased projectile armor frames from [2, 23] to [2, 24]
* Added grab invincible frames [1, 16]
* Increased followthrough state frames from 9 to 11
* Block Advantage:
* Link: [-12, -4] => [-14, -6]
* Flying Goddess (DP.K)
* All Versions
* Retracted hit box left from -2 to -1
* Unity
* Removed PlayMakerGUI object from gameplay scene
* Not sure why this was in the scene, mostly used for debugging purposes
* This fixes the damn cursor never disappearing
* Been trying to fix this shit for months lol
* Battle Camera
* Removed SSAO component
* Code
* DT_GameplayNetworkController.cs
* Some work done to handle when two players cannot connect, but the crash will still happen for the time being
* DT_Character.cs
* Added functionality for not scaling combo damage when the hit is a counter hit
* Should make this a toggle eventually
* DT_InputDirectionData.cs
* Removed unused direction inputType
* Added global sort weight
* Used to help sort move groups before the other input checks
* Added local sort weight
* Used to help sort move groups after the other input checks
* MoveDataUtility.cs
* Sort functions now take into account a move's directionData
* DT_BattleCamera.cs
* Removed all SSAO functionality
* DT_ScreenSettings.cs
* Removed all SSAO functionality
* DT_GraphicsOptionsDialog.cs
* Removed all SSAO functionality
