In this update11
Full notes
Full Antistatic update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- UI and audio
- Maps
- Fixes
Antistatic changes
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
Source
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