In this update10
Full notes
Full Dojo Masters update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Performance
- Fixes
- UI and audio
- Events
- Workshop
Dojo Masters changes
❖ Overview
Progress on the Matchmaking System rework is still underway. Some of the improvements (Along with bug fixes and a few balance related things) were important enough that we wanted to get them out sooner rather than later Steam post image
Additionally, we've slowly been looking into Steam Deck main menu performance. The performance improvements made in this patch may help with that. We will continue to investigate as time permits.
❖ Patch Notes:
Steam post image General
Major performance improvement to Input handling.
Minor improvement to match performance.
Minor rework to text display to increase performance.
Fixed an oversight that prevented Arcade Mode from locking you out of encountering the same character repeatedly. The run should now exhaust all of your available roster before repeats can show up.
Fixed a few oversights that could lead to corrupted frame data during matches.
Fixed a bug that caused KUDOS fist to briefly spawn when pressing [Left/Right] after the results screen.
BOTVS has been moved to the Multiplayer Menu, and the Single Player Menu has been slightly rearranged in prep for Season 3 content.
Various minor typos corrected.
Steam post image Steam Workshop
Fixed a longstanding oversight that prevented Mods from deleting themselves when Unsubscribing to them from the Steam Application's workshop rather than using Dojo Masters' in-game workshop browser.
Downloaded mods that you are no longer subscribed to will now delete themselves when launching Dojo Masters.
Minor update to the Dojo Masters Editor to be brought up to internal standards.
Steam post image Netcode
Reworked regional server logic to be more accurate.
Fixed a rare behavior that could prevent users from going online due to Regional Server being undetermined.
Fixed a legacy matchmaking system bug that would place you in the wrong region after certain matches or when leaving lobbies of other regions.
Potential Spectating bug fixed that would cause the game to load incorrect (or missing) character data.
Pressing [Enter] while spectating a match should not open the Chat Dialog instead of opening the Spectator options menu.
Minor adjustment to Steamworks logic to hopefully allow for easier reconnects when Steam Network is dropped.
Steam post image Taekwondo
Jumping Double Kicks now more reliably pushes the Target back between kicks to better prevent unintended cross-ups.
Forward and Backwards Super Feints Pushboxes can now interact with both Ground and Air Targets.
These specific Super Feints were crossing-up unfavorably against certain Tech chases.
Steam post image Boxing
Made a minor adjustment to Boxing's turning behavior for Super Knockout Punch to ignore velocity in the cross-up calculation when not Spindash Charged.
This should solve a minor edge case where the attack would not redirect properly.
Steam post image Krav Maga
Fixed a bug caused all of Krav Maga's Hitboxes and Hurtboxes to remove themselves when Clashing or Countering the opponent.
This caused very unpredictable behaviors (Ex. interacting with Kendo's Counter Slash).
Steam post image Sumo
Sumo's Grab Fakeout Input Window has been modified to be shorted when performed from a Quick Grab state.
This prevents the input buffer from executing Grab → Fakeout → Fakeout-Grab to occur when executing a Fakeout as fast as possible.
Sumo's Back Dash now has additional Air-Cross-Up Only Hurtboxes.
This allows attacks like Boxing's Super Knockout Punch to connect while still retaining the ability to avoid Muay Thai's Knee Strike reliably at mid~close range.
Kyokushin Karate
Fixed an oversight in Kyokushin Karate's Idle pose (And similarly states) that allowed them to get pushed out of certain pokes without being hurt.
Triangle Kick is now less likely to get pushed back by pokes.
Jumping Back Kick now has more fixed gravity.
This fixes an interaction where Sumo could block immediately after a Charge Tackle and cause Kyokushin Karate to ascend much higher than intended.
Wheel Kick can no longer softlock when caught by Sumo at certain elevations.
Zenshin now consistently dampens kills and velocity throughout the entirety of the action.
This should prevent Zenshin from being pushed out both other attacks and allow Kyokushin Karate to punish more reliably.
Source
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