Punch Planet Version 0.1.8.13 Patch Notes
https://docs.google.com/document/d/1JCL2T1-PUM4HFxsu6ZctZsdJmhgStuv610gVekndVEg/edit
0.1.8.13
* GGPO
* Port changed from 8001 to 7000
* This is the same port that ggpo and fightcade use
* Increased max frame delay from 4 to 8
* Data
* Hit Freeze Data
* Parry Data
* Increased additional defender frames from 7 to 8
* Battle Camera
* Main
* Main Object
* Decreased Scale Y Position from 8.0 to 7.5
* Target Object
* Decreased Scale Y Position from 8.5 to 8.0
* Move Controller Data
* Decreased Kara Cancel frames from 2 to 1
* This was set to 2 to account for how the move logic was set up before last patch. With the new logic, this should be reduced to it's correct value of 1 frame
* Input
* Sequences
* SPD
* Adjusted all valid inputs from lenieny directions to strict corner -> strict corner -> lenient opposite direction
* Example start direction and rotation direction:
* Old: AnyForward -> AnyDown -> AnyBackward -> AnyUp
* New: DownForward -> DownBackward -> AnyUp
* Characters
* All Characters
* Moves
* Resets
* Increased y acceleration on all resets from 0.035 to 0.0375
* Should be about 2 frames less in the air if done as low as possible
* Dash Forward
* Can no longer cancel into JTC during the recovery state
* These are the last 6 frames of a character's dash
* Now that the JTC input can be done with forward + mp + mk, this made doing dash -> atc very difficult because it needed to be frame perfect or else you'd get a JTC on the end of the dash
* DTC
* During the active state (when you can attack), ATC is now checked before everything else, instead of after specials and jumps.
* This fixes an issue where JTC would override ATC when input during this state, since JTC is part of a character's special moves list and ATC is part of its own.
* JTC
* Attack
* Increased base damage from 30 to 40
* Landing (After Attack)
* Increased recovery frames from 4 to 5
* Increased cancel window start by 1
* Hit Advantage:
* Link: [+2, +7] => [+1, +6]
* CH Advantage:
* Link: [+5, +10] => [+4, +9]
* Block Advantage:
* Link: [-6, -1] => [-7, -2]
* Roy
* General
* Decreased meter scale from 0.9 to 0.85
* Moves
* Walk Forward
* Decreased move speed from 0.25 to 0.24
* Walk Backward
* Decreased move speed from 0.155 to 0.15
* St.MP
* Increased block stun from 14 to 17
* Block Advantage:
* Link: [-2, -1] => [+1, +2]
* DTC -> Attack: +0 => +3
* DTC -> Forward Dash: -9 => -6
* Jp.HK
* Updated animation
* Extended hit box top from 3.5 to 5.0
* Extended hit box right from 5.25 to 5.5
* Retracted hit box bottom from 2.0 to 3.0
* Extended hurt box left from 2.2 to 1.5
* Extended hurt box right from 5.5 to 6.0
* Retracted hurt box bottom from 1.6 to 2.5
* Gunshot
* L
* Decreased meter gained on use from 100 to 60
* Decreased base block damage from 15 to 10
* Decreased block stun from 16 to 12
* Block Advantage:
* Link: [-4, -2] => [-8, -6]
* DTC -> Attack: +2 => -2
* DTC -> Forward Dash: -7 => -11
* EX
* No longer breaks armor
* Super Punch
* Decreased base damage from 280 to 270
* Increased effective startup frames from 4 to 6
* Notes:
* St.MK -> Super.Punch is now CH only
* Cid
* Moves
* St.MK
* Increased base damage from 40 to 50
* Jp.HK
* Broke startup state into two separate states
* Startup State 1
* Set to 11 frames
* Startup State 2
* Set to 3 frames
* Total startup frames increased from 12 to 14
* Increased block stun from 10 to 13
* Knife Rush
* EX
* Decreased wall bounce y acceleration on airborne opponent from 0.035 to 0.03
* Knife Wheel
* EX
* No longer breaks armor
* Grenade (Projectile)
* EX
* Extended second hit hit box width from [-1.5, 1.5] to [-1.75, 1.75]
* Super Ball
* Adjusted animation movement for startup / active frames
* Extended all hit boxes right from 4.5 to 5.25
* Dog
* Moves
* St.LP
* Increased push back on hit and block from 2.0 to 2.1
* Cr.LP
* Increased push back on hit and block from 2.0 to 2.1
* St.LK
* Increased startup state frames from 3 to 4
* Cr.MP
* Extended hit box right from 6.25 to 6.4
* Jp.MP
* Extended back hit box bottom from 4.5 to 4.0
* Extended front hit box bottom from 5.5 to 5.0
* Extended hurt box bottom from 4.25 to 3.75
* Decreased block stun from 10 to 6
* Notes:
* Generally, should hit higher up and will not be a block string into St.LP / Cr.LP
* St.MK
* Decreased push back on hit from 2.5 to 2.25
* Decreased push back on block from 2.0 to 1.75
* St.HP
* Decreased initial startup state frames from 7 to 6
* Total startup frames decreased from 10 to 9
* Decreased push back on hit from 3.5 to 3.25
* Cr.HK
* Now has different juggle physics when juggled into
* Pin Wheel -> Dive
* All Versions
* Increased cancel window from pin wheel from frames [17, 25] to [17, 27]
* Retracted hit box right from 4.0 to 3.5
* Retracted hurt box right from 4.5 to 4.0
* Increased juggle remove value from 0 to 1
* Juggle value required is still 0
* Notes:
* These are reversions from the previous patch
* Run -> Mid Strike
* Regular Version
* Broke startup state into two separate states
* Startup State 1
* Set to 6 frames
* Startup State 2
* Set to 4 frames
* Total startup frames remains 10
* Run -> Leap Strike
* EX
* No longer breaks armor
* TYara
* Moves
* Cr.HP
* Both Versions
* Retracted second hit box bottom from 6.9 to 7.6
* Should not hit crouching opponents
* Fast
* Decreased block stun from 23 to 22
* Block Advantage:
* Link: [-6, -3] => [-7, -4]
* DTC -> Attack: +9 => +8
* DTC -> Forward Dash: -6 => -7
* Charged
* Decreased active state frames from 8 to 4
* Increased followthrough state frames from 15 to 19
* Block Advantage:
* Link: [-2, +5] => [-2, +1]
* Shield Charge (Shield)
* L / M / H
* Animation now blends between hold -> release startup
* Should help with this move feeling jittery sometimes
* Synced sound and shield bash fx frames
* L
* Shield bash FX scale increased from 1.0 to 1.5
* M
* Shield bash FX scale increased from 1.0 to 2.0
* H
* Shield bash FX scale increased from 1.0 to 2.5
* EX
* Initial armor frames now apply to projectiles as well as strikes
* Head Lopper (Chop)
* L
* Decreased startup state frames from 19 to 15
* EX
* Second hit no longer breaks armor
* Code
* DT_CharacterShaderController
* Optimized how each shader channel is referenced. Should be a lot faster especially when rollbacks happen.
* Now stops all meter flashes (armor, ex, etc) at the beginning of the game, fixes these being persistent after restarting in training mode
* DT_GameEffect
* Optimized how each game effect updates its trail renderers and particle systems
* Optimized how rotation is tracked and set (eulerAngles => quaternions)
* Optimized how child game effects are stored and iterated on
* No longer supports randomized direction on play
* Was only used with a certain part of hit sparks (the thin portion)
* Need to remove all RNG from the code base even if it's not gameplay specific
* DT_CharacterModel
* Optimized how character geometry is stored and iterated on
* DT_EntityModel
* Optimized how entities store and iterate on
* DT_CollisionBox
* When refreshing the game state, SetTransformPosition is now only called on collision boxes that are active (in use)
* DT_MoveController
* Adjusted how landing frames are calculated for the frame advantage value
* Should be correct now for jumping attacks and jtc
* Increased move cache size from 3 to 10
* There was an issue when using more than one new moves in a single frame. Basically at any given point there is a Previous / Current / Queued move. If there was already a Previous / Current in use, and if a frame had to allocate more than one new move (for the Queued move) they would both be referencing that same object and cause undesired effects.
* This mainly fixes a desync caused by moves with AutoTechThrows = true, which is only used by normal throws. If one player throws the other while they are also trying to throw, the game counts this as an auto tech. The error would happen when queuing up the throw break move for the attacker, the data would get overriden and end up bypassing the freeze frames and going directly into the animation. This would potentially happen differently on each client and would very easily cause a desync.
* Troubleshooting this, I also removed the auto tech functionality for dummies in training, so they will no longer tech throws if they are supposed to be blocking.
* DT_UIAnimationController
* Now sets animation speed to zero when playing animations that are controlled by the game loop
* DT_GameState_Interface
* Removed UpdateState function
* This was called before saving a state but it really wasn't serving a purpose and nothing actually relied on this functionality
* DT_GameStateController
* Now resets game states when they are freed by ggpo
* Could be less performant but it will help determine if desyncs are related to this
* DT_SideHitUI
* Fixed not hiding correctly when restarting a game in training mode
* DT_ProjectileController
* Fixed projectiles not being deactivated when restarting a game in training mode
* DT_CloneController
* Fixed clone not being deactivated when restarting a game in training mode
* DT_GameplayUIController
* Fixed gameplay ui being invisible when restarting the game in training mode, during a super freeze
