General:

General Synopsis: We’ve worked on adding defensive options and making the game less punishing in this build. By incorporating feedback from the community for both the speed and defense areas, we’ve managed to build the game around a faster pace, with a lot of tools and much more leniency to most features. Getting hit by enemies is not as punishing, as the health has been expanded into lifebars, but we’ve made enemies able to hit the players in combos and added sub-bosses, to add importance to the strategic element to the game, which we want to make a very important element in the game. We also added a new stage, the Ice Wasteland to the game, as we develop towards finishing the game.

  • New Stage: Ice Wasteland
    • The Ice Wasteland stage represents a more strategic-demanding stage. It features a more aggressive and experienced enemy army, complete with complementary strategies from other enemy units (in the form of ranged magical projectiles and defensive enemies). It also features movement sliding when players run.
  • New Mechanic: Codex Block
    • Pressing (B),(B) quickly will make the player block all oncoming attacks for a brief period of time, allowing them to absorb all damage taken while the Codex Block is in effect. Codex Blocks can be done during any grounded Normal Attacks and Abilities, allowing for defense at any time.
  • New Mechanic: Codex Barrier
    • Holding (B) while in Codex Block will make the player perform the Codex Barrier, which allows players to absorb all damage taken while the (B) button is held down. The Super Meter drains while Codex Barrier is in effect.
  • New Enemy: Sub-boss
    • Sub-bosses have been implemented. Sub-bosses are tougher, smarter and more damaging enemies that players face near the end of the stage. They can be comboed like regular enemies, but their large health pool and aggressive AI make them a more challenging opponent.
  • New Mechanic: Stage Select
    • At the end of each completed Stage, players are able to select the next stage they wish to complete. This mechanic is currently in the Beta phase, and will be reworked as the game develops.
  • Reworked Mechanic: Health
    • Health has been reworked to a lifebar system where the bar will represent how much HP a character has and all damage will reduce the lifebar.
    • Enemies and Character Health values have been reworked to better fit the new Health mechanic. Further details can be found below.
    • Standing near health items now indicates on the Player’s health bar how much health would be recovered from consuming the item.
    • Health Item Values:
      • Health Pack value has changed from 1 HP → 15 HP.
      • First Aid Kit value has from 3 HP → 30 HP.
      • Medical Bag value still restores full health.
  • Reworked Mechanic: Game Speed
    • Overall speed of the game has increased. This means: move speeds and attack speeds are faster, while recovery frames after attacks have been reduced. Further details can be found below for each character.
  • General Changes:
    • Removed functionality of analogs in control mapping. This is a temporary change, and will be re-enabled when analog function is fully implemented.
    • Removed functionality of F1-F12 in keyboard control mapping.
    • New Command List Icons for all Character Attacks and Abilities.
  • Gameplay Changes:
    • Changed “Tech” to “Difficulty” on the Character Select Screen for clarity.
    • Pressing the “Escape” key during gameplay pauses the game, giving first player control.
    • Damage values for both player and enemy attacks have been reworked to better fit the new Health mechanic. Further details can be found below for each character and enemy.
    • Enemy AI’s seeking function has been improved, meaning enemies now more accurately locate player positions and attacking more intelligently.
    • Removed the Continues mechanic. Players are now free to retry infinitely.
    • Added a dialogue “Skip All” function, where Pressing (Y) twice will skip through all dialogue until a dialogue event occurs.
    • Reduced the number of enemies that appear when there are 3 or more active players. Instead, enemies have increased health and damage.
    • Input Leniency
      • Inputs are more lenient, meaning it is now easier to complete the attack combo and also easier to chain attacks into the attack launcher.
    • Hit Stuns
      • Different types of enemy attacks stun players for different durations depending on the attack, depending on strength / damage of attack.
    • Hit Invincibility
      • Players no longer have a small window of invincibility after being hit by a non-knockdown attack, opening up the possibility of being comboed by enemies.
    • Jump
      • The start-up frames of jumping have invincibility.
      • After completing Jump + Ability, players regain control while mid-air (for Earle, Dove and Spritz).

Stage:

Stage Synopsis: Due to the change in movement speed and recovery times for players, we wanted to up the pace by making enemies move faster and more competent. We also added a more robust Training mode, complete with options for training that reflect fighting games. There are more features to come for the Training mode, and this is because we intend for players to work on their combos, strategies and data, so to keep character meta important.

  • NEW Ice Wasteland Stage:
    • Enemy Specifications:
      • NEW Skirmisher:
        • Health: 44 HP
        • Damage:
          • Slash Combination: 2 HP + 4 HP + 5 HP
      • NEW Second Skirmisher:
        • Health: 44 HP
        • Damage:
          • Slash Launcher: 7 HP
      • NEW Magician:
        • Health: 30 HP
        • Damage:
          • Magic Shot: 9 HP
      • NEW Bulwark:
        • Health:
          • Shield: 30 HP
          • Bulwark Health: 40 HP
        • Damage:
          • Shield Barge: 7 HP
      • NEW Lead Skirmisher (Sub-Boss):
        • Health: 250 HP
        • Damage:
          • Dark Slash Combination: 4 HP + 6 HP + 10 HP
          • Dark Slash Launcher: 7 HP
  • Tutorial Stage:
    • Added additional dialogue and Branzon behaviors to explain the Codex Block and Codex Barrier.
    • Edited dialogue to reflect the changes made to player health.
    • Fixed an error in dialogue where sentences were being improperly displayed under certain conditions.
    • Added new training overlay for Attack Data.
  • Training Stage:
    • Additional features in the Training Menu that allow players to control the behavior of Super Meter, the option to hide Attack Data and the ability to reset dummy position. Additional features will be implemented as development continues.
    • Reduced intensity of lighting on stage.
    • Realigned positioning of Attack Data.
    • Added max combo damage and number of hits functionality to Attack Data.
    • Edited Branzon’s lighting map to better dynamically light his sprite.
  • Sewer Stage:
    • Reduced length of dialogue for certain conversations.
    • Reduced wait time before finishing dialogue with Dillon.
    • Decreased wait time before enemy spawn in final enemy encounter.
    • Increased enemy aggressiveness.
    • Enemy Changes:
      • Boxer Thug:
        • Health increased from 20 HP → 50 HP
        • Move Speed increased by 10%.
        • Damage:
          • Knockout Punch increased from 1 HP → 10 HP
      • Beanie Thug:
        • Health increased from 15 HP → 44 HP
        • Move Speed increased by 8%.
        • Damage:
          • Uppercut increased from 1 HP → 7 HP
      • Hillbilly Thug:
        • Health increased from 14HP → 40 HP
        • Move Speed increased by 13%.
        • Damage:
          • Uppercut increased from 1 HP → 7 HP
          • Death Roll: increased from 1 HP → 9 HP
  • Space Stage:
    • Added Space Centrum sub-boss in Space Station 1-3.
    • Dr. Chaka’s AI is now more aggressive.
    • Increased aggressiveness of Space Centaurs.
    • Fixed a bug where enemies jumping from the drop-ship could be attacked, launching them out of reach and unable to be killed.
    • Enemy Changes:
      • Space Centaur:
        • Health increased from 15 HP → 36 HP
        • Damage:
          • Blaster Shot: increased from 1 HP → 5 HP
      • Space Centurion:
        • Health increased from 18 HP → 44 HP
        • Move Speed increased by 5%.
        • Damage:
          • Gut Punch increased from 1 HP → 6 HP
      • Space Centrum:
        • Health increased from 25 HP → 54 HP
        • Damage:
          • Shoulder Charge increased from 1 HP → 8 HP
          • Blaster Shot increased from 1 + 1 HP → 2 + 2 HP
      • Space Turret:
        • Health:
          • Shields increased from 16 HP →24 HP
          • Turret Health increased from 14 HP → 36 HP
        • Damage:
          • Turret Shot increased from 1 HP → 7 HP
      • NEW Space Century (Sub-boss):
        • Health: 200 HP
        • Damage:
          • Shoulder Charge: 1 HP → 8 HP
          • Blaster Shot: 2 + 2 HP
          • Charged Blaster Shot: 12 HP
      • Dr. Chaka:
        • Health with:
          • One Player increased from 120 HP → 350 HP
          • Two Players increased from 240 HP → 700 HP
          • Three Players increased from 360 HP → 1050 HP
          • Four Players increased from 480 HP → 1500 HP
        • Damage:
          • Charged Shoulder Blast increased from 1 HP → 40 HP
          • Arm Blaster increased from 1 HP + 1 HP + 1 HP → 7 HP + 7 HP + 7 HP
          • Sonic Wave increased from 1 HP → 13 HP:

Character:

Character Synopsis: All characters are sped up to accommodate the new speed of the game. To further balance the characters, we also kept the difference of HP between characters intact while changing to a lifebar HP system. While General changes were the focus of this update, we also rounded out the character Abilities in the two missing Abilities in Spritz’s down + Ability and Safford’s jump + Ability. Missing Super Arts will be added in the coming updates. We also worked on stabilizing the characters by fixing the bugs that occurred from time to time and will be toying with some changes to the characters here and there.

  • Earle:
    • + Damage and attack speed changes:
      • Heroic Rush (Attack, Attack, Attack)
        • Attack speed increased by 22%.
        • Damage increased from 1 HP + 2 HP + 2 HP→ 3 HP + 5 HP + 5 HP
      • For Humanity (… Up + Attack)
        • Attack speed increased by 20%.
        • Damage increased from 2 HP → 7 HP
      • Hero Rising (… Attack)
        • Attack speed increased by 15%.
        • Damage increased from 4 HP → 8 HP
      • Road to Freedom (Front, Front + Attack)
        • Attack speed unchanged.
        • Damage increased from 2 HP → 5 HP
      • Power Charge (Ability):
        • Attack speed increased by 18%.
        • Damage increased from 4 HP → 10 HP
      • Punisher (Forward + Ability)
        • Attack speed increased by 24%.
        • Damage increased from 4 HP → 9 HP
      • Energy Disc (Down + Ability)
        • Attack speed increased by 6%.
        • Damage increased from 3 HP → 10 HP
      • Hero Roar (Up + Ability)
        • Attack speed increased by 4%.
        • Damage increased from 5 HP → 12 HP
      • Opening Spin (Jump + Ability)
        • Attack speed increased by 7%.
        • Damage increased from 5 HP → 12 HP
      • Phoenix Rise (Super Art 1)
        • Damage increased from 12 HP → 25 HP
      • Liberator (Super Art 2)
        • Damage increased from 30 HP → 40 HP
    • + Walk and run speed have been increased.
      • Walk Speed: Increased by 30%.
      • Run Speed: Increased by 14%.
    • + All attack recovery frames have been reduced.
    • + Increased input leniency across all attacks.
    • +/- Health increased from 6 HP → 60 HP.
    • – Increased cost of ‘Hero Fist’ Skill Upgrade from 1 → 2.
    • Fixed a bug that would cause his SA2 Fireball to behave inconsistently.
    • Fixed a bug where Earle’s Upgraded SA1 was not completely invincible.
  • Dove:
    • + Damage and attack speed changes.
      • Strength of Heart (Attack, Attack, Attack)
        • Attack speed increased by 5%.
        • Damage increased from 1 HP + 2 HP + 1 HP → 2 HP + 4 HP + 3 HP
      • Tidal Wave (… Up + Attack)
        • Attack speed increased by 8%.
        • Damage increased from 2 HP → 5 HP
      • Violet Shear (… Attack)
        • Attack speed increased by 10%.
        • Damage increased from 3 HP → 5 HP
      • Groundwork (Ability)
        • Draw speed increased by 5%.
      • Crystalight Shot (Forward + Ability)
        • Attack speed increased by 22%.
        • Damage increased from 4 HP → 8 HP
      • Fearless Strike (Down + Ability)
        • Attack speed increased by 25%.
        • Damage increased from 4 HP → 8 HP
      • Angled Crystalight Shot (Up + Ability)
        • Attack speed increased by 22%.
        • Damage increased from 4 HP → 8 HP
      • Airborne Crystalight Shot (Jump + Ability)
        • Attack speed increased by 22%.
        • Damage increased from 4 HP → 8 HP
      • Arrowstorm Crystalight Shot (With Super Art 1: Ability)
        • Attack speed increased by 10%.
        • Damage increased from 2 HP → 5 HP
      • Refraction (Super Art 2)
        • Damage increased from 12 HP → 20 HP
    • + Walk and run speed have been increased.
      • Walk Speed: Increased by 25%.
      • Run Speed: Increased by 10%.
    • + All attack recovery frames have been reduced.
    • + Increased input leniency across all attacks.
    • +/- Health increased from 6 HP → 60 HP.
    • Fixed a bug where Dove’s Tumble would not render her invincible under certain circumstances.
    • Fixed a layering bug where Dove’s arrow icons would incorrectly layer over one another on certain stages.
  • Spritz:
    • + Damage and attack speed changes.
      • Profound Powers (Attack, Attack, Attack)
        • Attack speed increased by 10%.
        • Damage increased from 1 HP + 1 HP + 2 HP→ 2 HP + 3 HP + 3 HP
      • Elimination (… Up + Attack)
        • Attack speed increased by 15%.
        • Damage increased from 3 HP → 4 HP
      • Maximization (… Attack)
        • Attack speed increased by 10%.
        • Damage increased from 2 HP → 3 HP
      • TK Introducer (Ability)
        • Attack speed increased by 18%.
        • Damage with Overclocked increased from 2 HP → 4 HP
      • TK Push (… Forward + Ability)
        • Attack speed increased by 18%.
        • Damage with Overclocked increased from 2 HP → 3 HP
      • TK Pull (… Down + Ability)
        • Attack speed increased by 18%.
          Damage with Overclocked increased from 2 HP → 3 HP
      • TK Gentleman (Forward + Ability)
        • Attack speed increased by 6%.
        • Damage increased from 1 HP → 2 HP
      • TK Wrecking Ball (Up + Ability)
        • Attack speed increased by 7%.
        • Damage increased from 4 HP → 8 HP
      • TK Handshake (Jump + Ability)
        • Attack speed increased by 12%.
        • Damage increased from 2 HP → 4 HP
      • TK Heavy Duty (Super Art 1)
        • Attack speed increased by 7%.
        • Damage increased from 2 HP → 5 HP
    • + Walk and run speed have been increased.
      • Walk Speed: Increased by 20%.
      • Run Speed: Increased by 3%.
    • + All attack recovery frames have been reduced.
    • + Increased input leniency across all attacks.
    • +/- Health increased from 8 HP → 100 HP.
    • +/- NEW Added Down + Ability: TK Sponge
      • Spritz slowly creates a non-attacking projectile in front of an opponent that absorbs all enemy projectiles that make contact.
    • Fixed a bug where Spritz’s TK Wrecking Ball (Up + Ability) would not hit enemies consistently.
    • Fixed a bug where Spritz’s TK Handshake (Jump + Ability) would create the gravity orb in incorrect positions.
    • Fixed a bug where under certain circumstances Spritz’s abilities would not longer hit enemies.
    • Fixed a bug where Spritz’s TK Introducer (Neutral Ability) would grab more enemies than intended under certain circumstances.
    • Fixed a bug where Spritz’s SA3 would not disappear when the shield had no more HP.
    • Fixed a bug where Spritz could be hit out of his SA2 and be unable to launch the projectile.
    • Fixed a bug where Spritz’ gravity orbs would not appear on screen under circumstances.
    • Fixed a bug where Spritz’s SA1 would behave inconsistently.
    • Adding a strike box on Spritz’s SA1 gravity orb if no enemy is found within range.
    • Fixed a bug where Spritz would not cast his shield on the correct individual if there were not enough players.
  • Safford:
    • + Damage and attack speed changes.
      • Thannor Combination (Attack, Attack, Attack)
        • Attack speed increased by 20%.
        • Damage increased from 1 HP + 1 HP + 2 HP→ 3 HP + 3 HP + 5 HP
      • Lifting Laceration (… Up + Attack)
        • Attack speed increased by 8%.
        • Damage increased from 3 HP → 6 HP
      • Swift Sever (… Attack)
        • Attack speed increased by 15%.
        • Damage increased from 3 HP → 5 HP
      • Defender (Ability)
        • Attack speed increased by 10%.
        • Damage increased from 3 HP → 15 HP
      • Protector (Down + Ability)
        • Attack speed increased by 10%.
        • Damage increased from 4 HP → 13 HP
      • Guardian (Up + Ability)
        • Attack speed increased by 15%.
        • Damage increased from 3 HP → 11 HP
      • Pleiton Pierce (Super Art 1)
        • Damage increased from 9 HP → 30 HP
      • Guardian (Super Art 2)
        • Damage increased from 25 HP → 70 HP
    • + Walk and run speed have been increased.
      • Walk Speed: Increased by 15%.
      • Run Speed: Increased by 5%.
    • + All attack recovery frames have been reduced.
    • + Increased input leniency across all attacks.
    • +/- Health increased from 7 HP → 80 HP.
    • +/- NEW Added Ability + Jump: Warrior
      • Safford performs a diving attack that knocks down opponents.
    • Fixed Safford’s Attack 2 strikebox, which was appearing too late.
    • Fixed Safford’s Attack 3 strikebox, which was appearing too late.
    • Fixed Safford’s SA1 sound, which was delayed.
    • Fixed Safford’s SA2 sound, which was playing for too long.
    • Fixed a bug where Safford could use his Abilities during dialogue.

Bug Fixes:

    • Fixed a bug where pressing certain buttons during control mapping rendered the mapped motion unchangeable.
    • Fixed a bug where the Main Menu smoke would not be displayed properly on certain screen sizes.
    • Fixed a bug where defeating Dr. Chaka under certain conditions would affect the next playthrough.
    • Fixed a bug where
    • Fixed a bug where game inputs would be stored incorrectly and played when players press a key repeatedly.
    • Fixed a bug where enemies could be left offscreen and unable to be killed.
    • Fixed a bug in the Sewers Stage where dialogue would freeze under certain conditions.
    • Fixed a bug where enemy AI would become unresponsive under circumstances.
    • Fixed a bug where the Hillbilly enemy would fail to roll consistently when near a wall.
    • Fixed a bug where enemies knocked out of their attack animation would retain their strike active frames and continuously hurt the player.
    • Fixed a bug where players could move during dialogue under certain circumstances.
    • Fixed a bug where Branzon would not face the player under certain circumstances in Training mode.
    • Fixed a bug where Branzon would fail to properly seek the player after the player is killed in the Tutorial.
    • Fixed a bug where Branzon would attack with no player nearby under certain conditions.
    • Fixed a bug where the Space Centrum grenade strike’s active frames would remain longer than intended.
    • Fixed a bug where the player cursor would disappear while in the Skills Menu.
    • Fixed a bug where an enemy sound would play twice instead of once.
    • Fixed a bug where under certain circumstances players could be hurt by attacks that should miss them.
    • Fixed a bug where the SA1 spark sound was being cut off before completion.
    • Fixed a bug where performing a Super Art would remove more Super Meter than intended under certain circumstances.
    • Fixed a bug where the player cursor would move twice instead of once in the Control Config menu.
    • Fixed a bug where players were unable to press pause under certain conditions.