In this update9
Full notes
Full Antistatic update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
Antistatic changes
For the one-year anniversary, this patch lays the groundwork for per-character models, improves hit response, and fixes several netplay bugs. Through the 0.5.x series of patches, the focus will be on improving Antistatic's aesthetic: more modeling work, replacing placeholder animations, and building graphics engine tech to support more visual effects.
Patch notes:
v0.5.0
Groundwork for per-character models. Helium's body is finished, but others mostly only have heads. WIP.
Features
Per-character models
Characters
Landing friction changed
Helium * Up-B no longer has a sweetspot * Dair momentum changed a bit, early auto cancel window widened
Iron * Up-B is now flexible; previously locked to cardinal directions * Neutral-B works more consistently
Misc
`dbg animations` now includes slide momentum in velocity values * Node.js upgraded to 13.7.0
v0.4.8
A handful of changes, improved hit response, plus some netplay fixes before the 0.5.0 release.
Features
A lot of changes to how hit response works; grounded hits are particularly improved * Light shielding is now disallowed in 19XX
Characters
A lot of animation improvements for Silicon, Carbon * Energy recharge delay +10 frames
Carbon * A lot of animation polish * Increased ledge grab range * Increased bair range * Reduced dtilt startup * Up-B sweet spot improved, safer
Rhodium * Buffed up-tilt, up-tap, forward-tap
Silicon * Animation polish * Up-B tweaked slightly
Fixes
Fixed some weirdness with tap inputs * Spot dodge is properly disallowed in 19XX again * Fixed IK not really working right * A ton of fixes for netplay, but still not ideal
Misc
`dbg animations` shows more stuff, more cleanly * Upgraded Node to 13.6.0
Source
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