Full notes
Full Duels of Fortune update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Workshop
- Balance
- UI and audio
- Fixes
Duels of Fortune changes
It seems that people grinding for the upcoming tournament has brought some more notable bugs to light, so it's time for another quick fix! (And if this is the first you're hearing of this tournament, check out our last status update for more info!)
Versus Mode
Added a new "Tournament" ruleset for Versus Mode, selectable via the battle options on the character select. This mode adds a few restrictions to help streamline the tournament/competitive experience:
Boss Mode is forcibly disabled
All battle settings are forced to their defaults (Best of 3 rounds, 100 seconds, normal damage multiplier, hazards off)
The following stages are banned from selection: Dasteel Workshop, Dasteel Workshop (Clean), Dasteel Laboratory, Azu-Corps HQ, Desert Train, Desert Train (Night), The Void, The Void (Purple), Nightmare World, Euterpe's Cradle, Euterpe's Grave, Iced Caps, Former Fields (Rainy), Green Screen, Blue Screen, Grey Screen (This list was decided with the help of the community)
Projectiles
Fixed an issue where projectiles with specific combo starter proration would force damage scaling down to their threshold, even if not used as the combo starter
Follow-Up Attacks
Fixed an issue where all follow-up attacks were treated as Special moves for the purpose of combo starter proration, regardless of their actual button input
Break Burst
Made a potential fix for an issue where using a Break Burst right as you were about to recover from a knockdown could cause you to become invincible during the Burst's recovery period
Fixed an issue where the extended landing recovery from whiffing a Burst could be skipped if the player touched the ground before the free-fall animation began
Free-Fall
Made a potential fix for an issue where free-fall visual effects could sometimes fail to play
Made a potential fix for an issue where characters could sometimes enter free-fall when they weren't supposed to
Character Select
Player 2 is now able to return to the main menu from the character select screen
Victory Screen
If either player chooses "Character Select", the game now returns to character select automatically without the need for the other player to confirm a choice
The win counter on the victory screen now updates immediately if "Rematch" is selected before it has a chance to update on its own
Holo-Jail
Fixed an issue where dashing into certain characters while they were jailed caused the knockback after the jail timer expired to be incorrect
Hot Pursuit (Back Special)
Fixed an issue where cancelling this move into Relocate did not properly progress damage scaling
Training Mode
Fixed an issue where setting the CPU dummy to be Sylvan caused the Full House effect to become permanently active on him
Chip
Fixed an issue where Lumina could cancel her own attacks on whiff if Chip hit a blocking opponent
HE Grenade (Back Special)
Fixed an issue where Lance would sometimes fail to throw the grenade when holding the Special button
Crouching Medium
Fixed an issue where the move could add to hitstun scaling twice if the first hit connected late in the animation
Due to this fix, the initial hit of the move is now active for less time
Fixed an issue where the move's hitboxes were not visualized correctly in Training Mode
Rhythm Shot (Neutral Special)
Made a potential fix for an issue where Chizuru could become frozen after landing during this move
Fixed an issue where firing a weak shot in the air just before landing caused Chizuru to exit the firing stance upon landing
Source
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