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v0.4.5.1 - The Extra 1 Stands For #11

It was heaps of fun sharing Dash Blitz with the crowds at Federation Square - more to the point, it highlighted a few things that could be cleaned up. So here's a quick little update to address some of the nagging issues that still need to be ironed out.
From here on out, it's all-business as we finally move into v0.5!

Fixes

  • Corrected some outdated guide text in the Lobby and Pause Menu, as well as clarifying some existing abilities.
  • Corrected the laser animations for all characters.
  • Fixed a bug where Onslaught Mode couldn't be chosen from the Main Lobby.
  • Fixed a bug where AI would try to load into Race Harbour and artificially inflate the player count.
  • Fixed a bug where AI would lose their chosen palette on the Quick Lobby. Long may Grape Rondo prosper.

General Improvements

  • The opening text on the title screen now takes its time scrolling up. It's a bit more legible, too, even with the chaos going on in the background.
  • You can now skip anything you're not in the mood for during the Tutorial - just taunt to signal to #21 that you're done with it.
  • Moonbase Veracity's gates now operate on sensors rather than button presses, making it far easier to navigate. You should be able to dash straight through with no hold-up. Also, the colour palette for the base has been darkened somewhat, so it should be easier to see inside.
  • Cleaned up the spinning effect during hitstun, particularly so that grabbing a target doesn't set them spinning. On a similar note, items now spin more noticeably when thrown, making them more obviously threatening.
  • Made hit effects larger and more easily visible, making it that much more satisfying to land a solid blow. Camera shudder is now more noticeable and less smooth, making it into a quick and jerky kind of motion.

Characters

Edge

  • Added a dedicated Sprint animation. More of a ninja hover, really.

Bluster

  • Made Bluster's Cyclone attack (Fully-Charged vertical Shot) into its own distinct animation, rather than a blend between his shooting and his regular animation. The actual mechanics of the attack are unchanged from v0.4.5.

Rondo

  • Rondo's Overcharged Shot (gained from parrying Swings or Fully-Charged Shots) now flies through its targets, making it more potent than ever.
  • Rondo's Running Swing is now only animated from the waist up. Now Rondo's flailing should match up with his actual movements.

Puffin

  • Re-implemented slowdown on midair jumps - it seems the addition of sprinting was letting Puffin get away with more air speed than she should.

Percival

  • Fixed a bug where Percival wasn't vanishing into a cloud of dust when he was KO'd.
  • Made numerous improvements to Percival's aerial down-throw, making it an all-around more powerful attack.
  • Percival's shield boomerang now interacts with other attacks, allowing you to block incoming shots. This also means the shield can be knocked back by enemy attacks, or even reflected...