Punch Planet Version 0.1.8.11 Patch Notes
https://docs.google.com/document/d/1IR8Xg4L1TtNoLlZDddoGe9PLNCLkLCz2r27YnQ3-S3w/edit
0.1.8.11
* Data
* Collision Box Controller
* Increased crossup translation scale reduction from 0.25 to 0.5
* Input
* Leniency
* Increased Dog_Pinwheel_Followups from 16 to 18
* Direction Triggers
* Added JTC_Direction
* Valid directions are Backward / Neutral / Forward
* Sequences
* QCFx2
* Removed Up_Forward from nullify input list
* Not sure how this got there but it shouldn't have been
* QCBx2 did not have it
* Hit Stop
* Light: 7/15 => 8/16
* Transition Data
* WakeUp
* Now transitions into neutral_standing rather than neutral
* Difference between these is how it blends to moves if you input them on the first frame (like holding crouch)
* Should look smoother
* Battle Camera
* Main
* Main Object
* Increased Average Y Frames from 2 to 4
* Target Object
* Increased Average Y Frames from 2 to 4
* Vertical Depth
* Increased Drag from 0.15 to 0.5
* Characters
* All Characters
* Moves
* ATC
* Now removes all throw immunity on use
* Notes:
* Wakeup ATC will now lose to meaty throw, instead of both players whiffing
* JTC
* Now use JTC_Direction direction trigger
* Can be done while holding backward or forward now
* Forward + MP + MK is overriden by ATC in neutral, but works when dashing
* This is mostly to prevent the crossup parry / block OS, now JTC will come out instead of block.
* Also makes JTC much easier to do during a dash (no need to go back to neutral)
* Startup
* Removed grab boxes
* Now works same as regular jump startup in that it can't be thrown
* Roy
* Moves
* Cr.MP
* Extended hit box top from 8.0 to 8.25
* Changed defender hit animation from Body to Head_Back
* Jp.HK
* Increased startup state frames from 9 to 10
* Retracted hit box bottom from 1.75 to 2.0
* Notes:
* Should no longer hit standing roy/cid when done instantly
* Headbutt
* EX
* Decreased wall bounce y acceleration against airborne opponents from 0.05 to 0.045
* Notes:
* Should be able to link MP.Gunshot from all juggles now, if they were hit very low to the ground but airborne, it would whiff.
* He gets a very strong combo off cr.hp xx ex.headbutt now
* Cid
* Moves
* Jp.MP
* Both Versions
* Can no longer cross up
* Knife Rush
* L
* Increased grab invincibility frames from [1, 5] to [1, 11]
* Dog
* Moves
* Jumps
* Decreased Y Velocity from 0.85 to 0.8
* Decreased Y Acceleration from 0.04 to 0.038
* St.HP
* Decreased initial startup state frames from 8 to 7
* This decreases total startup frames from 11 to 10
* Increased followthrough state frames from 10 to 11
* Hit Advantage:
* Link: [+9, +12] => [+8, +11]
* CH Advantage:
* Link: [+13, +16] => [+12, +15]
* Increased block stun from 14 to 17
* Block Advantage:
* Link: [-3, +0] => [-1, +2]
* DTC -> Attack: +0 => +3
* DTC -> Forward Dash: -8 => -5
* Notes:
* Can no longer link St.HP -> Cr.HP
* Can now link St.HP from Run->MidStrike xx DTC
* Can now link St.HP xx DTC -> St.HP
* Cr.HP
* Extended hit box top from 6.25 to 6.5
* St.HK
* Now super cancellable
* Cr.HK
* Decreased initial startup state frames from 8 to 7
* This reduces total startup frames from 11 to 10
* Run -> Mid Strike
* Regular Version
* Increased hit stun from 23 to 25
* Pin Wheel
* All Versions
* Movement box bottom no longer extends lower than standard airborne movement box
* EX
* Can no longer cancel into dive followup if the initial hit is blocked
* Pin Wheel -> Slide
* Now reorients towards the opponent
* Pin Wheel -> Dive
* Regular Version
* Increased hit stun from 19 to 20
* Decreased block stun from 15 to 14
* Now causes a ground bounce against juggled opponents
* Need to combo into it
* EX Version
* Increased hit stun from 21 to 22
* Decreased block stun from 16 to 15
* All Versions
* Changed hitstop from Special_Airborne to Light_Airborne (12/20 => 10/18)
* Movement box bottom no longer extends lower than standard airborne movement box
* Extended hit box right from 3.5 to 4.0
* Extended hurt box right from 4.0 to 4.5
* TYara
* General
* Decreased damage scale from 1.0 to 0.975
* Animations
* Updated various animations
* Moves
* Walk Forward
* Blend
* Increased move speed from 0.1 to 0.11
* St.LK
* Decreased hit stun from 15 to 14
* Hit Advantage:
* Link: [+3, +5] => [+2, +4]
* CH Advantage:
* Link: [+5, +7] => [+4, +6]
* Notes:
* No longer combos into EX.Shield
* St.MP
* Hit Box 1
* Extended top from 6.75 to 8.0
* Extended right from 8.75 to 9.0
* Retracted bottom from 3.0 to 4.0
* Hit Box 2
* Retracted right from 8.75 to 8.5
* Hit Box 3
* Retracted right from 8.75 to 8.0
* Hit Box 4
* Retracted right from 8.75 to 7.5
* Retracted active state hurt box top from 8.0 to 7.5
* Increased push back on hit and block from 3.25 to 3.5
* Jp.MP
* Increased startup state frames from 7 to 8
* St.HP
* Now uses now sound when shield hits the ground
* Shield Charge (Shield)
* EX
* Now plays new shield sound on hit
* Head Lopper (Chop)
* EX
* Decreased startup state frames from 16 to 15
* G-Agent
* Updated portrait / icon art
* Set display name
* Maxx
* Updated portrait / icon art
* Set display name
* Code
* DT_EntityMoveData
* Added removeThrowImmunity flag
* When a move is used that has this set to true, it will remove all throw immunity frame
* DT_GameplayController
* Players now process their input and cancels before updating their move logic
* Because of this, moves that use the cancel window logic must have their start/end frames reduced by 1 to maintain the same timing. This is is accounted for on the fly so the data doesn't need to change.
* Now runs an additional movement box collision check / resolution right before updating player orientation (left/right) and handling hit collisions
* This should help ensure that the orientation of the block input is correct. Should make crossup and corner hit / block situations much more consistent and less wonky
* Time out victory is now awarded to the character who has a higher percentage of health, rather than who has the most raw health
* DT_PositionController
* Translation is now applied instantly rather than a frame later
* Translation is only used for walks
* This makes it so that the character will move immediately on the frame they start walking and stop immediately on the frame they go back to neutral
* DT_InputController
* Fixed issue in the sequence checking logic that allowed for sequences to be stored
* DT_MoveController
* When checking if a move can be cancelled into, now supports the case of "Not Blocked"
* If a cancel has this set, it will only be valid if the move was not blocked.
* Audio
* Updated wwise
* UI
* Gameplay
* Player 2
* Fixed counter hit text using wrong font asset (wrong font and rendered behind characters)
* Character Select
* Fixed some issues where the character models would not be removed correctly
* Mostly happened online if someone DCed during the character selecting phase
* Increased character select time from 10 to 30 seconds
* Increased stage select time from 10 to 15 seconds
* Move List
* TYara
* SPD renamed to Break Your Bones
* Super SPD renamed to Meteor Goddess
