A quick set of three patches over the last two weeks, featuring a new knockback curve and a little bit of menu polish.
v0.7.1 - Dec 26 2020
Minor balance patch.
Tweaks
- Can now jump and grab out of the start of dash attack animations
- Lag-canceling energy regen delay is now based on move's landing lag, and lower
Characters
Carbon
- Several tweaks and buffs
Helium
- New up-tilt (well, the animation's the same, but it hits differently)
- Several tweaks and buffs
Misc
- Improved controller display
- Fix crash on restore state if an entity was removed
- Cleaned up Helium's animation data
- Misc cleanup
0.7.2 - Dec 30 2020
Another rework of knockback and stun, character handling tweaks, and balance changes.
Tweaks
- All characters have had their dodge rolls, tech rolls, and floor rolls tuned to be longer
- All characters have had movement/handling tweaked
- Hax dashing should work now
- Shield knockback has been entirely redone, and also applies knockback to a grounded attacker
Characters
- Lots of balance changes, but not worth listing until knockback/etc changes settle down
- Iron has a very new up-B trajectory pattern
- Xenon's orb warp now has a short delay
Misc
- Updated Node
0.7.3 - Jan 3 2021
Picking back up on bug fixes/quality of life improvements, which will be the priority for the rest of 0.7.
Features
- Put a thin layer of polish on old UI code: sound effects, hover states
- Hovering over stages in versus select now previews the stage behind the menu
Tweaks
- The tech input window now extends slightly into a missed tech animation instead of only testing on land
- Removed slopes from Transistor's ledges - collision bugs can make it unplayable, this is easier than fixing now
- Air handling got changed a little again
- A little more balancing
Fixes
- Attempted fix for some of the weird ground -> air animation canceling bugs and other related things
- Improved some logic that should clean up a few subtle, inconsistent misbehaviors
- Fixed bug preventing forward/back jumps from being used out of moves that allow jumping and similar scenario
- Fixed stats not tracking in some scenarios
- Respawn and hit stun effects no longer have ugly orbs
- Fixed controller input not reading properly in frame-by-frame mode (also groundwork for replays)
- A lot of random systems here and there are now a bit more stable
