Punch Planet - 0.1.9.0 Patch Notes
https://docs.google.com/document/d/1j0OHV9uHgh9z_WNg6YqODBZtUPO3ZkIlx8rgUS2f8ig/edit
0.1.9.0
* Data
* Characters
* All Characters
* Moves
* Throws
* Throws now cause 3 points of combo damage scaling
* Increased defender x translation when grab connects from 4.0 to 5.0
* JTC
* No longer scales x velocity by 0.75 after the attack window
* Should remove inconsisitencies between JTC_Attack and JTC_Empty distances and allow empty corpse hops with the below movement box change
* Wall Bounces
* Increased all wall launch x velocity from 2.0 to 2.5
* Target Combos
* Normalized all target combo cancel windows from all of their respective state frames, to a single frame. This removes variability in target combo timings.
* Generic
* Collision Boxes
* All Body Types
* Movement Boxes
* All States
* Increased width from [-1.5, 1.5] to [-1.6, 1.6]
* Grab Boxes
* All States
* Increased width from [-1.3, 1.3] to [-1.35, 1.35]
* Roy
* Model
* Updated model
* Moves
* Resets
* Increased standard reset corner push back from 2.8 to 3.5
* Idle Stand
* Updated animation
* Idle Stand To Crouch Blend
* Updated animation
* Idle Stand Settle
* Updated animation
* Idle Crouch
* Updated animation
* Idle Crouch To Stand Blend
* Updated animation
* Idle Crouch Settle
* Updated animation
* Walk Forward
* Updated animation
* Decreased movement speed from 0.23 to 0.21
* Walk Forward Blend
* Updated animation
* Decreased movement speed from 0.23 to 0.21
* Walk Backward
* Updated animation
* Decreased movement speed from 0.15 to 0.14
* Walk Backward Blend
* Updated animation
* Decreased movement speed from 0.15 to 0.14
* Dash Forward
* Updated animation
* Fixed cancellable recovery frames being ignored
* Dash Backward
* Updated animation
* Fixed cancellable recovery frames being ignored
* Jumps
* Decreased Y Velocity from 0.875 to 0.8
* Decreased Y Acceleration from 0.043 to 0.04
* Notes:
* Total airborne frames are unchanged
* ATC
* Fixed cancellable recovery frames being ignored
* St.LK
* Updated animation
* Now hits low
* Retracted hit box right from 5.5 to 3.5
* Retracted hit box top from 4.75 to 2.75
* Extended hit box bottom from 2.0 to 0.0
* Removed extended hurt box
* Increased startup state frames from 4 to 6
* Increased followthrough state frames from 7 to 9
* Decreased recovery state frames from 7 to 3
* Decreased push back on hit from 2.25 to 1.25
* Decreased push back on block from 2.0 to 1.5
* Decreased hit stun from 19 to 16
* Hit Advantage:
* Link: [+4, +5] => [+3, +4]
* CH Advantage:
* Link: [+6, +7] => [+5, +6]
* Decreased block stun from 14 to 11
* Block Advantage:
* Link: [-1, +0] => [-2, -1]
* St.MP
* Changed target combo cancel frame window during followthrough state from [0, 8] to [2, 2]
* St.MK
* Decreased push back on hit from 2.5 to 2.25
* St.HK
* Charged
* Decreased hold frames from 13 to 12
* Increased block stun from 21 to 24
* Block Advantage:
* Link: [-6, -4] => [3, -1]
* DTC -> Attack: +7 => +10
* DTC -> Forward Dash: -2 => +1
* Headbutt
* EX
* Increased armor value from 1 to 5
* Now follows reversal logic (no wall bounce) when hitting against an airborne opponent
* Decreased wall bounce x velocity against grounded opponents from 0.15 to 0.1
* Notes:
* Should stop it losing to two hit moves so easily
* No longer DTC-able on block
* Gun Shot
* L
* Updated animation
* Super Punch
* Updated animation
* Cid
* Moves
* Idle Stand
* Updated animation
* Idle Stand To Crouch Blend
* Updated animation
* Idle Stand Settle
* Updated animation
* Idle Crouch
* Updated animation
* Idle Crouch To Stand Blend
* Updated animation
* Idle Crouch Settle
* Updated animation
* Jumps
* Decreased Y Velocity from 0.875 to 0.8
* Decreased Y Acceleration from 0.043 to 0.04
* Notes:
* Total airborne frames are unchanged
* St.LP
* Retracted first frame hit box right from 5.0 to 4.75
* Cr.LP
* Retracted first frame hit box right from 6.0 to 5.75
* St.LK
* Changed target combo cancel frame window during recovery state from [0, 6] to [0, 0]
* Cr.MK
* Extended hit box right from 2.0 to 3.0
* Retracted hit box bottom from 4.0 to 5.0
* Extended hurt box right from 3.5 to 4.5
* Extended hurt box top from 5.5 to 6.0
* Retracted hurt box bottom from 2.5 to 4.5
* Changed camera x follow type from engine to animation
* Now uses Hit_Standing_Head_Back hit animation against standing opponents intead of Hit_Standing_Body
* Increased followthrough state frames from 8 to 10
* Increased hit stun from 20 to 22
* Hit Advantage:
* Link: [+4, +8] (unchanged)
* DTC -> Attack: +6 => +8
* DTC -> Forward Dash: -3 => -1
* CH Advantage:
* Link: [+7, +11] => [+5, +9]
* DTC -> Attack: +9 => +11
* DTC -> Forward Dash: +0 => +2
* Increased block stun from 19 to 21
* Block Advantage:
* Link: [+3, +7] (unchanged)
* DTC -> Attack: +5 => +7
* DTC -> Forward Dash: -4 => -2
* Cr.HP
* Both Versions
* Extended hit box right from 4.0 to 4.5
* Knife Rush
* EX
* Increased armor value from 1 to 5
* Now follows reversal logic (no wall bounce) when hitting against an airborne opponent
* Notes:
* Should stop it losing to two hit moves so easily
* No longer DTC-able on block
* Knife Wheel
* All Versions
* Increased second active state frames from 3 to 4
* Decreased followthrough state frames from 14 to 13
* Dog
* Model
* Updated model
* Moves
* Resets
* Increased standard reset corner push back from 2.8 to 3.5
* Idle Stand
* Updated animation
* Idle Stand From Crouch Blend
* Updated animation
* Idle Stand Settle
* Updated animation
* Idle Crouch
* Updated animation
* Idle Crouch From Stand Blend
* Updated animation
* Idle Crouch Settle
* Updated animation
* Walk Forward
* Updated animation
* Decreased move speed from 0.21 to 0.18
* Walk Forward Blend
* Updated animation
* Increased move speed from 0.21 to 0.18
* Walk Backward
* Updated animation
* Decreased move speed from 0.135 to 0.155
* Walk Backward Blend
* Updated animation
* Increased move speed from 0.135 to 0.155
* Dash Forward
* Updated animation
* Fixed cancellable recovery frames being ignored
* Dash Backward
* Updated animation
* Increased recovery state frames from 6 to 8
* Decreased cancellable recovery state frames from 2 to 0 (removed)
* Total frames increased from 22 to 24
* ATC
* Fixed cancellable recovery frames being ignored
* DTC
* Updated animation
* St.LP
* Updated animation
* Increased push back on block from 1.75 to 2.0
* Increased block stun from 11 to 12
* Block Advantage:
* Link: [+0, +2] => [+1, +3]
* Cr.LP
* Updated animation
* Increased push back on block from 1.75 to 2.0
* Increased block stun from 11 to 12
* Block Advantage:
* Link: [+0, +2] => [+1, +3]
* St.LK
* Updated animation
* Increased push back on block from 1.75 to 2.0
* Cr.LK
* Updated animation
* Increased push back on hit from 2.5 to 2.75
* Increased push back on block from 1.75 to 2.0
* St.MP
* Updated animation
* Adjusted cancel window for target combo during followthrough state from frames [0, 12] to [2, 2]
* Cr.MP
* Updated animation
* St.MK
* Adjusted dirt FX
* Now target combos into St.MK.Followup
* Adjusted cancel window for target combo during followthrough state from frames [0, 9] to [2, 2]
* St.HP
* Updated animation
* St.HK
* Repurposed from Cr.HK
* Input changed to HK
* Updated animation
* Retracted hit box top from 9.25 to 8.5
* Retracted hit box right from 5.0 to 4.5
* Retracted hurt box top from 8.25 to 7.75
* Retracted hurt box right from 4.0 to 3.75
* Increased followthrough state frames from 10 to 14
* Decreased recovery state frames from 16 to 12
* Cr.HK
* Repurposed from Dw.FW.MK
* Input changed to DownAny + HK
* Changed hit freeze from Medium_NonCancellable to Heavy_NonCancellable
* Pin Wheel
* All Versions
* Decreased cancel window for slide from frame 3 of recovery state to frame 1
* No longer scales x velocity by 50% halfway through the arc
* No longer uses proximity boxes
* Notes:
* Dive followup still does
* L / M / H
* Increased recovery state frames from 6 to 8
* L
* Decreased x velocity from 0.15 to 0.125
* M
* Decreased x velocity from 0.3 to 0.25
* H
* Decreased x velocity from 0.4 to 0.325
* EX
* Removed armor frames [1, 12]
* Now fully invincible frames [1, 11]
* Fixed cancellable recovery frames being ignored
* No longer DTC-able on block
* Pin Wheel -> Slide
* All Versions
* Can no longer be DTC-ed
* Decreased animation x movement scale from 1.0 to 0.75
* Increased base damage from 40 to 50
* Run
* All Versions
* Updated animation
* L
* Decreased animation speed from 1.0 to 0.7
* M
* Decreased animation speed from 1.0 to 0.8
* H
* Decreased animation speed from 1.0 to 0.9
* Run -> Stop
* Updated animation
* Changed input from Trigger_AnyPunch to Sequence_AnyPunch
* Notes:
* This allows it to function when any punch is being held rather then if the button was triggered
* Makes it much easier to do run -> stop frame perfect
* Can be done immediately by inputting run with KickVersion + AnyPunch
* Run -> Slide
* Both Versions
* Updated animation
* Retracted hit box top from 4.0 to 3.0
* Decreased corner push back on juggle from 5.4 to 4.0
* Decreased startup / active state animation x movement scale from 1.0 to 0.75
* Increased followthrough state animation x movement scale from 0.25 to 0.75
* Normal
* Increased base damage from 40 to 50
* Run -> Mid Strike
* Both Versions
* Updated animation
* Normal
* Increased base damage from 30 to 50
* EX
* Now follows reversal logic (no wall bounce) when hitting against an airborne opponent
* Increased wall bounce x velocity from 0.225 to 0.4
* Increased base damage from 50 to 70
* Run -> Leap Strike
* Both Versions
* Updated animation
* Normal
* Increased base damage from 40 to 50
* EX
* Increased base damage from 50 to 60
* TYara
* Moves
* Jumps
* Decreased Y Velocity from 0.685 to 0.63
* Decreased Y Acceleration from 0.325 to 0.3
* St.LK
* Updated animation
* St.MK
* Both Hits
* Increased juggle value from 0 to 1
* Chop
* EX
* Decreased base damage for each hit from 50 to 40
* Shield Charge
* L / M / H
* Post-Release
* Both Versions
* Increased armor window to cover into the first active frame
* Retracted hit box right from 6.0 to 5.0
* Fully Charged Version
* Now unblockable (still parry-able)
* L
* Both Versions
* Increased startup state animation x movement scale from 1.0 to 1.25
* Increased active state frames from 3 to 5
* Decreased followthrough state frames from 17 to 15
* Fast
* Increased block stun from 10 to 15
* Block Advantage:
* Link: [-14, -12] => [-9, -5]
* DTC -> Attack: -4 => +1
* DTC -> Forward Dash: -19 -> -14
* M
* Both Versions
* Increased startup state animation x movement scale from 1.1 to 1.35
* Increased active state frames from 4 to 6
* Decreased followthrough state frames from 18 to 16
* Fast
* Increased block stun from 10 to 15
* Block Advantage:
* Link: [-16, -13] => [-11, -6]
* DTC -> Attack: -4 => +1
* DTC -> Forward Dash: -19 -> -14
* H
* Anticipation (Pre-Hold)
* Increased startup state frames from 5 to 8
* Increased armor start frame from 3 to 6
* Both Versions
* Increased startup state animation x movement scale from 0.65 to 0.9
* Increased active state frames from 5 to 7
* Decreased followthrough state frames from 19 to 17
* Fast
* Increased block stun from 10 to 15
* Block Advantage:
* Link: [-18, -14] => [-13, -7]
* DTC -> Attack: -4 => +1
* DTC -> Forward Dash: -19 -> -14
* EX
* No longer throw invincible
* No longer DTC-able on block
* Break Your Bones (SPD)
* L
* Decreased base damage from 90 to 80
* M
* Decreased base damage from 110 to 100
* H
* Decreased base damage from 130 to 120
* EX
* Now throw invincible frames [1, 5]
* Increased base damage from 110 to 120
* Battle Camera
* Old
* Copied from Main
* Main
* Decreased field of view from 17.0 to 16.0
* Increased wall padding from 8.5 to 9.0
* Main Object (Eye)
* Decreased X Drag from 0.25 to 0.2
* Decreased Y Position from 4.2 to 4.1
* Increased Z Distance from 48 to 52
* Target Object (Look Position)
* Decreased Y Position from 6.1 to 6.0
* Push Back
* Values
* Attack_GrabBox_Extend_Right
* Decreased from 1.0 to 0.0
* Attack_HurtBox_Extend_Right
* Increased from 0.0 to 0.5
* Move_EmptyJump_HurtBox_Extend_Right
* Created and set to -1.5
* WallLaunch_Frames
* Decreased from 8 to 6
* WallImpact_Frames
* Increased from 6 to 8
* FX
* Collision Effects
* Blocks
* Increased size of block hit sparks
* UI
* Disabled battle settings UI
* Round settings are now hard locked to first to two
* Code
* CollisionBoxExtendData
* This is the data structure that is used to define offsets off the default collision boxes for certain moves
* Changed how bounds are stored
* Previously was a rect (xMin / xMax / yMin / yMax)
* Now they are separate FloatValueData for left / right / bottom / top
* This allows us to set these values to references instead of raw values.
* ie, can now set something like GrabBoxExtendData.bounds.xMax = 1 to GrabBoxExtendData.rightValue.data = Float_GrabBoxExtendDistance
* Enables us to be able to change that value in one place (for balance) instead of setting on every move individually
* Converted all attacks that used grab box extension during startup to reference a single value
* Applied this to all attacks on their hurt boxes to a single reference
* HitBoxGroupData
* Added toggle for specifying whether to switch to a given state (if any) only after all the hits have landed
* DT_Character
* Juggle value is now only removed on the first hit of a move
* Multi-hit moves will not remove juggle value each hit after the first
* Projectiles are now considered "dead" right when they collide
* DT_CollisionBoxController
* Juggle value is now only checked against if the hit is the first hit of a move
* Multi-hit moves will now always hit if the first hit does (when regarding juggle value)
* DT_MoveController
* Parried attacks are now considered "blocked" instead of "hits" when checking against a move cancel's CollisionCancelType
* This means that cancels set to "HitOnly" will not work when parried
* Only thing this applies to at the moment is Dog, if his EX.PinWheel is parried, he cannot do his Dive or Slide followups, same as being blocked.
