
Version 0.3.2 of Punch Planet is now released! Last week at EVO was a ton of fun for us and it was so awesome seeing everyone that came out, thank you all for the support! This patch is mostly gameplay changes from feedback / observations we got at the event.
Walk Speeds
Walk speeds have been slightly adjusted for all characters. Most characters had their backward speeds increased, and Roy / Cid have had their forward speed slightly reduced. Overall this should be a defensive buff to the neutral game.
Jumps
All characters have had their horizontal jump distances slightly decreased, should make spacing against jump attacks slightly easier for the character on the ground and slightly reduce the effectiveness of jumping in.
Airborne Attack Damage
Standardized the damage values on all jumping attacks so that it will be easier to balance in the future. Each airborne attack now references a shared value for its damage, and also allows for an offset to adjust on a per-move basis. Base values are Light = 20, Medium = 40, Heavy = 60.
Maxx
Since he was just released, Maxx is still a little rough around the edges, most of his changes are geared towards bringing him a bit more in line in effectiveness and usability.
- Cr.LK: Now super cancellable
- Jp.LP / Jp.LK: Fixed doing way too much damage
- St.MP: Increased push back, increased hit box range
- St.MK: Decreased startup
- Cr.MK: Decreased hit / block stun
- St.HP: Increased push back, increased hit stun, decreased block stun
- Hook Swing: Increased damage on L / M versions
- Horny Toad: Increased damage, adjusted hit box
- G.A.P: Decreased projectile invincibility, adjusted hurt boxes (easier to hit),
- decreased startup on H version, fixed double meter gain
- Buff-U: No longer gains meter on initial use (only when getting the buff)
- Last Call (Buffed): Decreased damage
Agent-G
Agent-G feels a bit weak in health and damage so we wanted to buff him up a little bit. I felt like he was already pretty strong, but the amount of work he has to do to get his wins feels a bit high compared to the other characters.
- Increased health
- Increased damage scale
- Cr.HP: Decreased damage
- Cr.HK: Increased hit box range
- Lunar Disk: Decreased horizontal spawn position of the projectile
Roy
Not a lot changing with Roy, just a buff to his Cr.HK so that it's slightly faster (combos from LP.Gunshot xx DTC now) and applies a longer knockdown
- Cr.HK: Decreased startup, increased knockdown frames, increased push back
Cid
Cid is strong
- Jp.MP (Charged): Adjusted juggle physics, decreased juggle value
- Cr.HP (Charged): Adjusted hop cancel physics and attack timing
- Cr.HK: Increased knockdown frames
- Grenade: Decreased horizontal spawn position of the projectile, decreased hit and block stun on L / M / H versions, increased x velocity of all versions, decreased active frames
Stage Music
Added training mode versions of all stage tracks, which are just longer versions and incorporate the entire songs. The tracks used for gameplay are broken up into Round 1 / Round 2 (sound difference) but in training you would only ever hear the Round 1 version, now you'll hear the entire track.
Input
Decreased input leniency when coming out of a Dash. This was done specifically to make it easier to do Agent-G Dash -> Legendary Sentai, but there really didn't need to be as much leniency as there was.
Fixes
- Fixed a bug with the battle camera that would cause the depth of field to become enabled after a rollback, even when it was disabled in the settings. Should help with slowdowns on lower-end machines when doing command grabs / super freeze.
- Fixed an issue when checking for collisions that could allow a command grab to hit on the same frame as a projectile, causing undesired issues..
- Fixed a bug when using projectiles that caused them not to record their start frame correctly, fixes a bug with using a projectile for the first time in a game.
- Fixed any instances of KO sequences using soft knockdown instead of hard, fixes any cases of players being able to quick rise after a KO
Full and detailed changelog can be found here or below:
Punch Planet - Version 0.3.2.a
* General
* Standardized all airborne normals damage to reference value objects
* Light = 20
* Medium = 40
* Heavy = 60
* Special cases will be one of these with an offset (cid charged, dog 2-hit jp.mk, etc)
* Characters
* Roy
* Moves
* Walk Forward
* Decreased move speed from 0.24 to 0.22
* Jumps
* Decreased x velocity from 0.225 to 0.215
* Jp.LP
* Changed base damage from 20 to Damage_Light_Airborne (20)
* Jp.LK
* Changed base damage from 20 to Damage_Light_Airborne (20)
* Jp.MP
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* Jp.MK
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* Jp.HP
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Cr.HK
* Decreased startup state frames from 10 to 9
* Increased knockdown frames from 35 to 40
* Increased push back from 3.0 to 3.5
* Jp.HK
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Cid
* Moves
* Walk Forward
* Decreased move speed from 0.26 to 0.24
* Walk Backward
* Increased move speed from 0.15 to 0.18
* Jumps
* Decreased x velocity from 0.24 to 0.23
* Jp.LP
* Changed base damage from 20 to Damage_Light_Airborne (20)
* Jp.LK
* Changed base damage from 20 to Damage_Light_Airborne (20)
* Jp.MP
* Fast
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* Charged
* Decreased base damage from 60 to Damage_Medium_Airborne(40) + 10 = 50
* Decreased juggle value from 2 to 1
* Decreased juggle x velocity from 0.25 to 0.15
* Increased juggle y velocity from 0.6 to 0.65
* Jp.MK
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* Cr.HP
* Charged
* Hop Cancel
* Increased total airborne frames from 26 to 30
* Decreased y acceleration from 0.035 to 0.0325
* Increased attack cancel window from frame 1 to 6
* Jp.HP
* Fast
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Charged
* Adjusted base damage from 70 to Damage_Heavy_Airborne (60) + 10 = 70
* Cr.HK
* Increased knockdown frames from 34 to 38
* Jp.HK
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Knife Rush
* EX
* Increased push back on block from 1.0 to 3.0
* Grenade (Move)
* All Versions
* Decreased projectile spawn x position from 3.5 to 2.5
* Grenade (Projectile)
* All Versions
* Decreased active frames from 150 to 100
* L / M / H
* Decreased hit stun from 19 to 17
* Decreased block stun from 9 to 8
* L
* Increased x velocity from 0.16 to 0.2
* M
* Increased x velocity from 0.18 to 0.22
* H
* Increased x velocity from 0.2 to 0.24
* EX
* Increased x velocity from 0.22 to 0.26
* Dog
* Moves
* Walk Backward
* Increased move speed from 0.155 to 0.175
* Jumps
* Decreased x velocity from 0.22 to 0.21
* Jp.LP
* Decreased base damage from 25 to Damage_Light_Airborne (20)
* Jp.LK
* Decreased base damage from 25 to Damage_Light_Airborne (20)
* Jp.MP
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* Jp.MK
* Decreased each hit base damage from 30 to Damage_Medium_Airborne (40) * 0.5 = 20
* Jp.HP
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Jp.HK
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* TYara
* Moves
* Walk Backward
* Increased move speed from 0.11 to 0.12
* Jumps
* Decreased x velocity from 0.18 to 0.17
* Jp.LP
* Changed base damage from 20 to Damage_Light_Airborne (20)
* Jp.LK
* Changed base damage from 20 to Damage_Light_Airborne (20)
* Jp.MP
* Changed base damage from 40 to Damage_Medium_Airborne (40)
* Jp.MK
* Changed base damage from 40 to Damage_Medium_Airborne (40)
* Jp.HP
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Jp.Dw.HP
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Jp.HK
* Adjusted base damage from 70 to Damage_Heavy_Airborne (60) + 10 = 70
* Agent-G
* General
* Increased health from 900 to 925
* Increased damage scale from 0.9 to 0.925
* Moves
* Walk Backward
* Increased move speed from 0.17 to 0.19
* Jumps
* Decreased x velocity from 0.24 to 0.23
* Jp.LP
* Changed base damage from 20 to Damage_Light_Airborne (20)
* Jp.LK
* Changed base damage from 20 to Damage_Light_Airborne (20)
* Jp.MP
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* Jp.MK
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* Cr.HP
* Decreased base damage from 70 to 55
* Jp.HP
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Cr.HK
* Extended hit box right from 7.75 to 8.0
* Extended hurt box right from 6.75 to 7.0
* Jp.HK
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Lunar Disk (Move)
* All Versions
* Decreased projectile spawn x position from 3.5 to 3.0
* Maxx
* Moves
* Walk Backward (Normal)
* Increased move speed from 0.14 to 0.16
* Walk Backward (Buffed)
* Increased move speed from 0.1 to 0.12
* Jumps
* Decreased x velocity from 0.21 to 0.2
* Jp.LP
* Decreased base damage from 60 to Damage_Light_Airborne (20)
* Cr.LK
* Now super cancellable
* Jp.LK
* Decreased base damage from 60 to Damage_Light_Airborne (20)
* St.MP
* Increased push back on hit and block from 2.0 to 2.5
* Extended hit box right from 5.25 to 5.5
* Extended hurt box right from 4.5 to 4.75
* Jp.MP
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* Cr.MK
* Decreased hit stun from 23 to 22
* Hit Advantage:
* Link: [+2, +4] => [+1, +3]
* DTC: +9 => +8
* CH Advantage:
* Link: [+5, +6] => [+4, +5]
* DTC: +12 => +11
* Decreased block stun from 19 to 17
* Block Advantage:
* Link: [-2, -0] => [-4, -2]
* DTC: +5 => +3
* St.MK
* Decreased startup state frames from 8 to 7
* Jp.MK
* Decreased base damage from 60 to Damage_Medium_Airborne (40)
* St.HP
* Increased push back on hit and block from 3.0 to 3.5
* Increased hit stun from 20 to 21
* Hit Advantage:
* Link: [+1, +2] => [+2, +3]
* DTC: +6 => +7
* CH Advantage:
* Link: [+5, +6] => [+6, +7]
* DTC: +10 => +11
* Decreased block stun from 15 to 14
* Block Advantage:
* Link: [-4, -3] => [-5, -4]
* DTC: +1 => +0
* Jp.HP
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Jp.HK
* Changed base damage from 60 to Damage_Heavy_Airborne (60)
* Hook Swing
* L
* Increased base damage from 30 to 40
* M
* Increased base damage from 40 to 50
* Horny Toad
* All Versions
* Extended both hit box left from 0.5 to 0
* Extended initial hit box bottom from 3.5 to 2.5
* L / M / H
* Increased base damage from 40 to 60
* EX
* Increased base damage from 40 to 70
* G.A.P
* L / M / H
* Removed duplicate meter gain action on second startup state
* Fixes gaining double meter for using these
* Extended airborne startup state hurt box bottom from 1.5 to 1.0
* Decreased projectile invicible frames from [airborne start, airborne end] to [airborne start, 10 frames before airborne end]
* H
* Decreased airborne startup state frames from 33 to 28
* Total startup decreased from 45 to 40
* G.A.P Followup (hit)
* All Versions
* Fixed hits destroying projectiles
* Didn't really cause an issue just looked weird
* Buff-U
* Normal Version
* Removed initial meter gain on use
* Now only gains meter when buff is applied
* Increased meter gain when buff is applied from 250 to 300
* Last Call (Buffed)
* Decreased base damage from 220 to 210
* Effective damage decreased from 355 to 339
* Stage Music
* Added training mode version of each track
* More of a full track instead of broken up into round 1 / 2 versions
* Previously in training mode it would only play the round 1 version of the music
* Character Select
* Updated character selected sound
* Counter Hits
* Decreased volume of counter hit "ding" sound
* KO Hit Sequences
* Fixed all instances of KO hit sequences that used soft knockdowns instead of hard
* This fixes being able to quick rise after being KOed by certain moves
* Input
* Leniency
* Decreased Dash from 8 to 4 (leniency coming out of dash)
* Damage
* Can now specify a secondary value for normal base damage
* Similar to how CH / Block damage can be specified, allows the base damage of an attack to be able to be defined as a composite of values
* Base Normal Damage = Normal Damage + Extra Normal Damage
* Most of the time it will just be the Normal Damage (Extra = 0)
* Can allow tying an attacks damage to a generic damage value (ie, Damage_Light_Airborne instead of just "20") but also allow defining an extra variance
* Useful if we want an attack to be like Damage_Light_Airborne + 10, so that if the base value changes it can still affect things that want to reference it (like an offset)
* Could expand on this into the future with a more generic "CompositeDamage" system that just contains a list of values / references
* Values
* Added Damage_Light_Airborne (20)
* Added Damage_Medium_Airborne (40)
* Added Damage_Heavy_Airborne (60)
* Added Damage_ScaleIncrease (1.15)
* Added Damage_ScaleDecrease (0.85)
* Battle Camera
* Fixed a bug that would enable depth of field during rollback, even if it was disabled in the settings.
* This would definitely cause issues on machines that are struggling to maintain framerate and had DOF disabled, and cause more framerate drops specifically in super freeze / command grabs
* Collision Box Controller
* Changed collision logic so that when a grab happens, all other collisions (projectiles) are discarded
* This fixes an issue where a grab from one character and a projectile from the other could collide on the same frame, causing the grabbing character to be hit and the character being grabbed to be held
* Move Controller
* Moves now have their start frame assigned from the gameplay controller's simulation frame, rather than their entity's current frame
* This fixes an issue with projectiles not setting their start frame correctly when using for the first time, which was causing them to not work correctly with the juggle value
* Mainly fixes Agent-G EX.Fireball xx DTC -> EX.Fireball not removing juggle value correctly on the first fireball
